About Bionet Game

What is the Game?

– EDU

The Game is an Education and Anti-Stress Process

About Bionet Game

Bionet Game – next level of The Translighters Games

Coming soon inside Translighters Ecosystem

The Game is an ART THERAPISTS work

Art therapists work with individuals, couples, families, and groups in diverse settings. Some examples include:

  • Hospitals
  • Schools
  • Veteran’s clinics
  • Private practice
  • Psychiatric and rehabilitation facilities
  • Community clinics
  • Crisis centers
  • Forensic institutions
  • Senior communities

More about Games Research:

Art therapy for patients with depression: expert opinions on its main aspects for clinical practice

Christina Blomdahl, Birgitta A. Gunnarsson, Suzanne Guregård, Marie Rusner, Helle Wijk & Anita Björklund

Abstract

Background: Art therapy is based mainly on clinical experience and is rarely described and evaluated scientifically. There is a need for further exploration of its use in patients with depression.

Aim: The aim of this study was to explore what experts consider to be the main aspects of art therapy in clinical practice for patients with depression.

Method: Eighteen occupational therapists experienced and educated in art therapy participated. The experts answered three rounds of Delphi questionnaires and ranked their agreement with 74 assertions. Consensus was defined as 70% or higher.

Results: The experts agreed more on assertions about theoretical frames of reference than about clinical practice. The main aspects of art therapy were agreed to be the patients’ opportunity to express themselves verbally and through making art. It was equally important that art tasks provided an opportunity to address depressive thoughts, feelings, life experiences, and physical symptoms.

Conclusions: Experts in the field of art therapy considered that the main aspect of clinical practice in art therapy for patients with depression is that art themes should promote expression related to both to depression and personal history.

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Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal

JuliaKneera MalteElsonbFlorianKnappc a Erasmus University Rotterdam, Netherlands b Ruhr University Bochum, Germany c University of Cologne, Germany

Received 16 January 2015, Revised 17 July 2015, Accepted 18 July 2015, Available online 15 August 2015.

Highlights

No impact of violent content on any outcome variable.•

No impact of game difficulty on arousal, behaviour, or affect.•

Difficulty slowed down cognitive processing due to exhaustion.•

In-game success (number of kills and deaths) was only related to post-game affect.•

The right amount of challenge is important for a positive game experience.

Abstract

There is a large amount of variables that need to be taken into account when studying the effects of violent content in digital games; one of those being difficulty. In the current study participants played a modified first-person shooter in one of four different conditions, with either high or low difficulty and high or low violent game content. We assessed number of kills and number of deaths as game performance. Neither the difficulty nor the displayed violence had an effect on psychophysiological arousal during play, post-game aggressive cognitions, nor aggressive behavior. Thus, this study corroborates previous research indicating that violence in games does not substantially influence human behavior or experience, and other game characteristics deserve more attention in game effects studies. In addition, findings showed that challenge manipulated by game difficulty is of main importance for post-game emotions: Number of deaths predicted positive affect, but only in the low difficulty condition while number of kills was a positive predictor for positive affect and a negative predictor for negative affect.

Keywords

Violent digital games, Game difficulty, Post-game mood, Game performance, Physical arousal, Challenge

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Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

Authors of this article:
Magdalena Kowal 1 Author Orcid Image ; Eoin Conroy 1 Author Orcid Image ; Niall Ramsbottom 1 Author Orcid Image ; Tim Smithies 1 Author Orcid Image ; Adam Toth 1 Author Orcid Image ; Mark Campbell 1 Author Orcid Image

Abstract

Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.

JMIR Serious Games 2021;9(2):e26575

Introduction Mental Health Disorders Mental health disorders affect more than 14% of the global population [1] and are estimated to become 1 of the 3 major causes of morbidity and mortality by 2030 [2]. The current global pandemic and subsequent periods of economic uncertainty could increase the prevalence of symptoms of mental health disorders, thus increasing the ubiquitous and widespread requirement for mental health treatments [3]. This poses serious consequences for individuals and society by overburdening the current systems in place [4]. Depressive and anxiety disorders are the most prevalent mental health disorders in the general population, with nearly 264 million people (3.4% of global population) and 284 million people adversely affected by depression and anxiety disorders, respectively [1,5]. Depression and anxiety are often experienced simultaneously, with up to 81% of individuals having an anxiety disorder having a depressive disorder too in their lifetime [6]. Depression and anxiety are also associated with chronic physical comorbidities, such as somatoform disorders [7], cancer, stroke, acute coronary syndrome [8], cardiovascular diseases, diabetes, chronic pain, and visual and auditory impairments [9]. Notably, mental health problems are underreported worldwide [10,11]. Due to various types of stigma and beliefs associated with the causes of symptoms, individuals with a known mental disorder often fail to reach out for help [12-14]. Coupled with this, approximately 70% of those requiring treatment have limited access due to insufficient government funding [15]. These aforementioned factors contribute to the mental health treatment gap [15] that exists in high-income countries [16] and that is wider in low- to middle-income countries [17]. As of 2020, 63.2% of the world’s population was reported to have access to the internet in 2020 [18], with a vast majority of households owning a computer (ie, 82% of households in the United Kingdom and 93% of households in Finland) [19]. This increase in internet access and computer ownership has facilitated accessibility to video gaming, with approximately 2.7 billion video gamers reported worldwide in 2020. Given the existing mental health care challenges (high costs, long waiting lists, limited technological support, and less alternatives to traditional mental health care), this paper examines recent research on the potential for commercial video games to ameliorate symptoms in the two most prevalent mental health disorders: depression and anxiety. We discuss the increase in prevalence and severity of these disorders globally and the potential benefits of commercial video games to meet some of the current mental health care challenges associated with these two disorders.

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