English subtitles for clip: File:How video games can boost your mental health.webm
Jump to navigation
Jump to search
1 00:00:00,265 --> 00:00:02,375 Do you play video games? 2 00:00:02,400 --> 00:00:04,984 I will tell you how that could be good for you. 3 00:00:05,095 --> 00:00:07,968 [How can video games boost your menthal health?] 4 00:00:12,972 --> 00:00:15,644 [This is University of the Netherlands] 5 00:00:16,120 --> 00:00:18,191 When you play video games? 6 00:00:18,255 --> 00:00:20,221 Sometimes we play when we are stressed. 7 00:00:20,247 --> 00:00:23,767 For example, when we're commuting on the train, and it's loud and crowded. 8 00:00:24,180 --> 00:00:26,661 Or we play because we want to interact with others, 9 00:00:26,837 --> 00:00:29,692 something many people have done during social isolation 10 00:00:29,905 --> 00:00:32,445 when we have no other way of reaching our friends. 11 00:00:32,579 --> 00:00:36,032 And sometimes, the world around us is just too much. 12 00:00:36,057 --> 00:00:39,313 And we look for a world where we are guided, goals are clear, 13 00:00:39,376 --> 00:00:42,399 and the stories are rich in fantasy and emotional content. 14 00:00:42,518 --> 00:00:45,011 Video games provide us with all that. 15 00:00:45,141 --> 00:00:49,754 And where all these aspects are important to understand, games have more facets. 16 00:00:49,788 --> 00:00:52,821 Video games in comparison to books or movies 17 00:00:52,847 --> 00:00:56,751 allow us to actively engage and immerse ourselves through play. 18 00:00:57,523 --> 00:00:59,535 With our actions and choices in a game, 19 00:00:59,573 --> 00:01:03,202 we can decide what happens and experience different outcomes. 20 00:01:03,398 --> 00:01:06,530 Video games are played by millions of people around the world 21 00:01:06,555 --> 00:01:08,953 of all ages, races, and genders. 22 00:01:09,208 --> 00:01:12,116 In my research, I found that games are also played by people 23 00:01:12,140 --> 00:01:14,600 across a range of mental health indicators. 24 00:01:14,625 --> 00:01:18,570 People who are depressed or suffer from anxiety still play games 25 00:01:18,595 --> 00:01:22,218 which makes video games a great platform to support better mental health. 26 00:01:22,460 --> 00:01:24,175 I'm invested in the question of 27 00:01:24,201 --> 00:01:27,338 what video games have to offer to support mental health 28 00:01:27,363 --> 00:01:31,322 and what the way we use video games tell us about how well we are? 29 00:01:31,612 --> 00:01:35,911 In this lecture, I will explain a bit about the power of play 30 00:01:35,936 --> 00:01:38,505 and why I believe that video games are great 31 00:01:38,544 --> 00:01:41,950 and maybe an unexpected resource for your mental health. 32 00:01:42,238 --> 00:01:44,472 Before we dive into video games 33 00:01:44,497 --> 00:01:50,411 let’s look at why video games are so great to study people’s behaviors and feelings. 34 00:01:50,584 --> 00:01:53,522 Games in contrast to courses and programs 35 00:01:53,547 --> 00:01:56,167 are something people engage with because they want to, 36 00:01:56,193 --> 00:01:58,414 not because they feel they have to. 37 00:01:58,629 --> 00:02:04,090 This makes games or game elements an interesting tool for education and therapy. 38 00:02:04,248 --> 00:02:07,007 But how video games can influence how we feel? 39 00:02:07,720 --> 00:02:12,220 Being masterfully designed, video games provide us with enjoyable challenges, 40 00:02:12,245 --> 00:02:15,101 allow us to play with our friends 41 00:02:15,126 --> 00:02:18,936 and give us choices to be wherever we want to be, explore fantastical worlds. 42 00:02:19,339 --> 00:02:20,636 If you’d played games 43 00:02:20,660 --> 00:02:24,222 think about a difficult section of a game you try to overcome. 44 00:02:24,248 --> 00:02:25,959 How you had fun with your friends, 45 00:02:25,985 --> 00:02:28,297 or how you made meaningful choices during play. 46 00:02:28,417 --> 00:02:32,268 Competence, autonomy, and feeling connected to others 47 00:02:32,293 --> 00:02:36,559 have been identified this experience that we need to flourish in personally grow. 48 00:02:36,747 --> 00:02:40,556 In psychology, the theory that explains the positive effect 49 00:02:40,580 --> 00:02:44,647 of competence autonomy and relatedness on our potential to grow 50 00:02:44,672 --> 00:02:46,742 is called Self-determination theory. 51 00:02:46,950 --> 00:02:50,228 It is important for our well-being to have experiences 52 00:02:50,268 --> 00:02:54,223 where we feel we are in control and/or master a new task. 53 00:02:54,271 --> 00:02:56,798 For example, when learning a new musical instrument. 54 00:02:56,829 --> 00:02:58,451 It is important to experience 55 00:02:58,506 --> 00:03:01,199 that we are not just forced into behaving a certain way 56 00:03:01,233 --> 00:03:04,744 but that we can make meaningful choices about our lives. 57 00:03:04,769 --> 00:03:08,117 And than we feel like we belong that we are not alone. 58 00:03:09,160 --> 00:03:12,277 Applying self-determination theory to video games research 59 00:03:12,301 --> 00:03:15,094 has shown that violence might drop players in. 60 00:03:15,119 --> 00:03:18,772 But not necessarily because of a violent act like shooting itself, 61 00:03:18,819 --> 00:03:21,772 but because first-person shooters like Call of Duty 62 00:03:21,797 --> 00:03:26,200 involve challenging tasks like planning, strategizing, aiming, 63 00:03:26,225 --> 00:03:28,174 and reacting in the right moment. 64 00:03:28,250 --> 00:03:31,447 And when we feel like we're mastering the complexity of the game 65 00:03:31,472 --> 00:03:34,604 that involves decisions and rapid, precise actions, 66 00:03:34,629 --> 00:03:37,185 we enjoy ourselves and experience growth. 67 00:03:37,211 --> 00:03:41,527 One way to express ourselves in games is by creating an in-game character. 68 00:03:41,552 --> 00:03:43,004 Or avatar. 69 00:03:43,029 --> 00:03:44,918 When we create our own avatar, 70 00:03:44,943 --> 00:03:47,184 we feel like we connect more to a game. 71 00:03:47,209 --> 00:03:50,404 and choices in games make us feel like we're in control, 72 00:03:50,429 --> 00:03:53,465 even if the rest of our own life might feel different. 73 00:03:53,662 --> 00:03:57,413 These experiences and games are intense and sometimes really wholesome, 74 00:03:57,438 --> 00:03:59,855 as games such as Animal Crossing show. 75 00:04:00,004 --> 00:04:03,529 In Animal Crossing, you play a character stranded on an island 76 00:04:03,554 --> 00:04:07,127 and the majority of the game revolves around unlocking new options 77 00:04:07,152 --> 00:04:11,332 to customize your home, structure your island in ways you like it to be, 78 00:04:11,357 --> 00:04:14,847 and invite your friends to share how you create your own world. 79 00:04:15,233 --> 00:04:16,743 These feelings of autonomy 80 00:04:16,788 --> 00:04:19,184 and the accompanied engagement by our own choice 81 00:04:19,194 --> 00:04:23,484 lead to feelings of enjoyment, make us feel well and good about ourselves. 82 00:04:24,328 --> 00:04:27,027 Connecting to other players or bonding with a game avatar 83 00:04:27,047 --> 00:04:29,842 can also create strong experience of belonging. 84 00:04:29,867 --> 00:04:32,184 This can, for example, be the connection 85 00:04:32,233 --> 00:04:34,781 e-sports players feel towards their team members. 86 00:04:35,234 --> 00:04:38,933 In e-sports players spend similar amounts of time as soccer player 87 00:04:38,959 --> 00:04:41,070 in training and learning the game. 88 00:04:41,095 --> 00:04:43,959 And as a result, they feel a strong connection to each other. 89 00:04:43,989 --> 00:04:47,265 Or playing Fortnight allows players to connect with their friends 90 00:04:47,288 --> 00:04:50,522 and cooperate in a dangerous game world to survive. 91 00:04:51,887 --> 00:04:55,368 Of course, games where we cooperate or interact with others 92 00:04:55,380 --> 00:04:57,012 can also be frustrating 93 00:04:57,037 --> 00:05:01,075 when the team isn't performing well, or you're not performing well in the team. 94 00:05:01,470 --> 00:05:05,681 But when it works out, social interaction in games can give a sense of fulfillment, 95 00:05:05,706 --> 00:05:08,398 just like social interactions in our daily lives. 96 00:05:08,762 --> 00:05:10,474 Having a source that we can turn to 97 00:05:10,486 --> 00:05:13,448 where we experience competence, autonomy, and relatedness 98 00:05:13,470 --> 00:05:16,900 makes us more resilient to negative events in daily life. 99 00:05:16,915 --> 00:05:20,769 Playing in moderation can help us to deal with separation, job loss, 100 00:05:20,794 --> 00:05:22,995 self-doubt and social isolation. 101 00:05:23,292 --> 00:05:27,196 And sometimes games can help us just by allowing us to distract ourselves 102 00:05:27,215 --> 00:05:31,254 until we are ready to face the consequences of negative events. 103 00:05:31,796 --> 00:05:33,740 In my research, I've also shown 104 00:05:33,753 --> 00:05:36,025 that gameplay can reduce anxiety in the moment 105 00:05:36,066 --> 00:05:38,601 and that game design elements like avatars 106 00:05:38,625 --> 00:05:41,070 can support engagement in regular training programs 107 00:05:41,082 --> 00:05:43,688 like learning relaxing breathing techniques. 108 00:05:44,613 --> 00:05:49,152 So, video games can influence how we feel--good or bad-- 109 00:05:49,177 --> 00:05:51,669 and might even help with dealing with anxiety. 110 00:05:51,750 --> 00:05:54,828 Apart from these effects in regular games, 111 00:05:54,852 --> 00:05:58,494 there are also games that are directed towards understanding mental illnesses 112 00:05:58,520 --> 00:06:01,282 and even ones that can help to treat them. 113 00:06:01,587 --> 00:06:04,056 One element of game and gameplay 114 00:06:04,080 --> 00:06:07,719 that can be used in coping with a support mental health treatment 115 00:06:07,745 --> 00:06:09,893 is the story or narrative of a game. 116 00:06:10,093 --> 00:06:13,980 The story of a video game allows us to engage with different topics 117 00:06:14,004 --> 00:06:15,500 and learn about mental health. 118 00:06:15,524 --> 00:06:18,100 And from the perspective of treating mental health, 119 00:06:18,124 --> 00:06:20,651 understanding when we are ill and need help 120 00:06:20,676 --> 00:06:25,043 and learning how exactly our mental health influences us is of importance. 121 00:06:25,068 --> 00:06:28,082 The game "Hellblade: Senua's Sacrifice", for example, 122 00:06:28,108 --> 00:06:31,903 allows us to engage with a protagonist who suffers from schizophrenia. 123 00:06:31,928 --> 00:06:36,042 An illness where people interpret the world differently than most of us. 124 00:06:36,104 --> 00:06:39,361 They hear voices or see things that are not there. 125 00:06:39,387 --> 00:06:42,832 Schizophrenia is often confused with multiple personality disorder 126 00:06:42,857 --> 00:06:46,440 to describe people who show differences in their personality. 127 00:06:46,597 --> 00:06:48,140 Hellblade sets an example 128 00:06:48,179 --> 00:06:51,043 where we can learn about different mental health conditions 129 00:06:51,076 --> 00:06:54,538 and their effects on what we hear, see, or feel. 130 00:06:54,731 --> 00:06:57,324 By creating a game that allows players to experience 131 00:06:57,344 --> 00:06:59,598 how a mental illness is experienced, 132 00:06:59,623 --> 00:07:03,007 the threshold to learn about mental illnesses becomes slower. 133 00:07:03,132 --> 00:07:05,135 Because people engage with the game 134 00:07:05,179 --> 00:07:08,733 because they want to and not because they feel they have to, 135 00:07:08,813 --> 00:07:12,899 it becomes easier to engage with topics that would otherwise be neglected. 136 00:07:13,050 --> 00:07:16,754 Many mental illnesses affect our mood, thinking and behavior. 137 00:07:16,779 --> 00:07:18,270 Anxiety can lead us to believe 138 00:07:18,290 --> 00:07:20,951 future problems are bigger than they actually are. 139 00:07:20,976 --> 00:07:23,757 Depression leads us to lose hope about the future. 140 00:07:23,784 --> 00:07:27,900 In eating disorders, I expressed misconceptions about our bodies. 141 00:07:28,227 --> 00:07:30,899 Video games have the power to tell narratives. 142 00:07:30,924 --> 00:07:32,685 And different mental illnesses, 143 00:07:32,709 --> 00:07:35,496 they allow us to represent visual experiences, 144 00:07:35,521 --> 00:07:39,163 like the world looking hopeless or they can alter what we hear, 145 00:07:39,176 --> 00:07:41,210 and they can sometimes teach us techniques 146 00:07:41,223 --> 00:07:43,300 to overcome challenging moments in our life. 147 00:07:43,932 --> 00:07:47,799 Video games [...] no circumstances or replacement for professional help, 148 00:07:47,824 --> 00:07:52,162 but they can be a resource that helps us to overcome adverse moments in life. 149 00:07:52,187 --> 00:07:55,814 The game "That Dragon, Cancer" addresses the desperation of child loss. 150 00:07:55,839 --> 00:07:58,004 It allows the game creators Ryan and Amy Green 151 00:07:58,021 --> 00:08:00,223 to share their most personal experience. 152 00:08:00,640 --> 00:08:03,520 Or the game Papo & Yo throws the player into a world 153 00:08:03,546 --> 00:08:05,960 where our best friend can turn into a monster 154 00:08:05,985 --> 00:08:09,421 providing insights into the dynamic of alcohol abuse 155 00:08:09,446 --> 00:08:10,976 and its effect on children. 156 00:08:11,001 --> 00:08:13,190 As such games addressing challenging topics 157 00:08:13,219 --> 00:08:15,709 allow us to express and examine these topics, 158 00:08:15,731 --> 00:08:18,292 engage in conversations and share perspective, 159 00:08:18,316 --> 00:08:22,655 ultimately leading to an increase in openness and support among each other. 160 00:08:23,835 --> 00:08:26,216 Gamers can also make a change for our well-being 161 00:08:26,251 --> 00:08:28,255 by showing how diverse the world is. 162 00:08:28,682 --> 00:08:32,081 Today, many games to use make efforts to represent diversity in games 163 00:08:32,105 --> 00:08:35,205 and show more protagonists than only white male players. 164 00:08:35,235 --> 00:08:39,771 But make space for players with diverse backgrounds, preferences, and abilities. 165 00:08:40,046 --> 00:08:43,318 I hope in the future we see more games representing society 166 00:08:43,342 --> 00:08:46,747 and not just a limited and outdated customer base. 167 00:08:46,983 --> 00:08:50,364 Why is representation in games so important for mental well-being? 168 00:08:51,477 --> 00:08:54,625 Social isolation is incredibly harmful [...]. 169 00:08:54,650 --> 00:08:57,684 Therefore representation and inclusion in games 170 00:08:57,731 --> 00:09:00,573 really matter for the well-being of society. 171 00:09:00,783 --> 00:09:05,009 We all need heroes we can look up to and characters we can identify with. 172 00:09:05,186 --> 00:09:09,928 Today, even more than ever being able to enjoy games and play with others 173 00:09:09,952 --> 00:09:13,242 is essential to connecting and feeling connected to others. 174 00:09:14,261 --> 00:09:17,607 So far, we have seen that games can help people grow 175 00:09:17,632 --> 00:09:20,724 and how they can be used to improve mental well-being. 176 00:09:21,024 --> 00:09:24,233 Video games are sometimes depicted as being focused on violence 177 00:09:24,292 --> 00:09:28,031 and that they make us lazy and that they're played excessively. 178 00:09:28,341 --> 00:09:32,724 As much enjoyment, fun, and connection games should bring to society 179 00:09:32,749 --> 00:09:34,506 [...] most things that we enjoy, 180 00:09:34,523 --> 00:09:37,033 like sports or art or going up with friends, 181 00:09:37,063 --> 00:09:40,011 if video games are good for us depends. 182 00:09:40,113 --> 00:09:44,769 Psychology distinguishes between harmonious and obsessive passion, 183 00:09:44,794 --> 00:09:49,603 a concept applicable to many areas in life like sport, work, and video games. 184 00:09:50,257 --> 00:09:53,858 Harmonious passion is when we played because we really like to. 185 00:09:53,884 --> 00:09:57,368 Obsessive passion is when we engage because we feel like we have to. 186 00:09:57,817 --> 00:10:01,617 Research shows that if an activity like gaming is harmful to us 187 00:10:01,642 --> 00:10:03,594 depends on what drives us to play. 188 00:10:03,662 --> 00:10:05,348 Do we really enjoy playing? 189 00:10:05,373 --> 00:10:09,779 Or are we just playing because we feel lonely, and games are a reliable escape? 190 00:10:09,804 --> 00:10:11,985 Or are we playing because we're striving, 191 00:10:12,009 --> 00:10:14,531 because we love the world we explore. 192 00:10:14,556 --> 00:10:16,044 We appreciate the artwork 193 00:10:16,068 --> 00:10:18,978 and our investment in play aligns with our lifestyle. 194 00:10:19,169 --> 00:10:22,161 Or do we engage because we feel like we have a duty 195 00:10:22,186 --> 00:10:24,089 like we miss out when we don't play. 196 00:10:24,114 --> 00:10:27,533 Or we constantly don't know what else to do with our time. 197 00:10:27,558 --> 00:10:31,224 With video gameplay, it is like eating, working or exercising. 198 00:10:31,249 --> 00:10:35,283 We have to be mindful of ourselves and listen to how much feels good for us. 199 00:10:36,731 --> 00:10:40,395 Investigating what video games have to offer for our own mental health 200 00:10:40,420 --> 00:10:42,712 and for understanding societal mental health, 201 00:10:42,737 --> 00:10:45,428 we find a rich environment that enables researchers 202 00:10:45,452 --> 00:10:47,350 to investigate low mental health, 203 00:10:47,375 --> 00:10:50,501 to create interventions that help people with mental health 204 00:10:50,526 --> 00:10:54,776 or to educate those who don't understand what it means to suffer from an illness. 205 00:10:55,157 --> 00:10:58,004 Games can help us build more inclusive societies, 206 00:10:58,029 --> 00:11:02,050 engage in your challenges, find your own power and connect with friends. 207 00:11:02,131 --> 00:11:06,890 So when answering the question, how can video games boost your mental health? 208 00:11:06,915 --> 00:11:09,722 I'd say they can help us deal with a complex world, 209 00:11:09,747 --> 00:11:11,555 help us reflect and grow 210 00:11:11,581 --> 00:11:14,930 and are an undervalued resource for our mental health. 211 00:11:15,194 --> 00:11:16,670 Thank you for watching