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Kate O'Donnell

Therapist-free therapy - 1 views

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    An article discussing various attempts at providing therapy for anxiety through computer programs and phone apps. One of the research projects targeting social anxiety is currently being conducted at the McNally Lab here at Harvard. The findings are still a little murky but I think it's a great start to providing education about and strategies for treating mental health issues to a broader audience- especially to those who otherwise have very limited or no access to help.
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    Thank you for sharing this, Kate. I'm a little skeptical about 1) the long-term effectiveness of this technology, 2) the transferability of learning/conditioning, and 3) the subtle implications of "therapist-free" therapy. The debate is similar to when educational technology was first heralded to be able to replace teachers and classrooms, when in fact technology is best supplemented by in-person guidance. It is a fascinating area of research and development though, and I look forward to seeing how this type of therapy can transform standard practice.
Stephanie Fitzgerald

Rational Design: The Core of Rayman Origins - 0 views

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    This longer gamasutra article talks about Macro Flow and Micro Flow, complete with Csikszentmihalyi's flow diagrams. "Macro flow is the constant rise in difficulty to compete with the player's increasing skill level, maintaining the balance between boredom and anxiety. Macro flow refers to the entire gameplay experience from the beginning of the game until the end, and having a good macro flow will likely result in constant interest and intrinsic motivation on the part of the player throughout the course of the game." "Micro flow is short intense periods of flow that happen frequently, as well as the constant adaptation of the game's challenges to the player's increase in skill level. It is perpetuated by repeated successes in rapid succession, which provides positive emotional and tangible feedback encouraging the player to continue in the micro flow; this is known as a virtuous cycle."
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    Thanks for posting, Stephanie. I wonder if these instances of "micro flow' interfere with a gamer's chances of experiencing macro flow. I'm imagining instances of micro flow to be like interesting pit stops along a road trip, while macro flow would be equivalent to the exhilaration of cruising down an open road without any interruption. Not sure if that's the right way to think about it though...
Chris Dede

Prolonged Play of Video Games Raises Children's Depression, Anxiety Risks - Bloomberg - 1 views

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    Potential Risks of Videogame Addiction
Kate O'Donnell

Video Game May Help Treat Teen Depression - 3 views

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    This is an interesting example of a video game targeting mental health. The designers created a 3D fantasy world with different realms in which players learn mental behavioral techniques used to combat depression. The game was found to be effective in reducing symptoms of anxiety and depression in teens with mild to moderate depression.
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    Such a great idea. In rural areas, the lack of mental health practitioners is a serious problem so we reserve referrals for children who are in dire circumstances. Children with moderate or mild depression almost never get services. This game has great potential!
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    That's such an excellent point Allison!
Parisa Rouhani

Superwoman syndrome fuels pill-popping - Behavior- msnbc.com - 0 views

  • While men make up the majority of abusers of street drugs, including meth, cocaine and heroin, women are just as likely to abuse prescription pills as men.
  • tudies show that women are more likely — in some cases, 55 percent more likely — to be prescribed an abusable prescription drug, especially narcotics and anti-anxiety drugs.
  • Abuse of prescription drugs has risen right along with increases in the number of prescriptions for stimulants and painkillers seen since the early '90s,
  • ...1 more annotation...
  • That stat is backed by the Substance Abuse and Mental Health Services Administration's National Survey on Drug Use and Health, which found that the main source of prescription drugs among non-medical users — a whopping 56 percent — was free drugs from friends and family.
amy hoffmaster

Dead Space 2 review: How a fantastic video game nearly ruins a franchise. - By Tom Biss... - 2 views

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    "Literature has unreliable narrators, but what do you call-how would you even begin to represent-an unreliable avatar?"
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