Yesterday I was fortunate enough to to attend one of the free seminars organised for the Creative Mornings Melbourne Series. The speaker was the Founder and CEO of the Young and Well Cooperative Research Centre, Associate Professor Jane Burns. The CRC's research explores young people's use of technology and its impact on mental health and wellbeing.
Jane successfully convinced us all to consider the positive aspects of technology and it was a wonderful endorsement for using technology as a medium that provides some truly engaging, powerful and life-changing tools.
The full report called " Videogames and Wellbeing" can be found at:
http://www.yawcrc.org.au/search?q=videogames%20and%20wellbeing%20report
and here, below, are my notes from the session:
- What do you do for your mental health? Yoga, exercise, sleep etc
- Think for a minute how technology might be be used to improve the mental wellbeing?
- Jane stated that the aim of the seminar is to show us that Technology changes the way we think about mental health.
- Jane described her own 3 children, one of whom has Down Syndrome and Autism. She described the day she watched him master the iPad and playing a game called "Hide The Rabbit" and realising that he had learnt it all himself.
- The iPad is now his communication device as well as a play device.
- Mental health and wellbeing: a persons capability to shine in the face of diversity.
- She urged those in professional practices to assess how they are using technology to engage youth?
- It is how we communicate
- Computers have been a part of our entire lives (for those under 30)
- Provides flexibility and confidentiality
- Playing and gaming in moderation is good for mental health.
- can help manage emotional states,
- creates a sense of optimism,
- improves self esteem & vitality,
- provides social connections.
- improves self esteem & vitality,
- provides social connections.
- Playing and Gaming is all about engagement and advanced social interaction.
- Some games excel in providing civic engagement opportunities, as well as social connectedness. How can you impact the world through gaming? Consider games for good e.g. 'free rice'- for every answer you get right we donate a grain of rice, 'half the sky movement' a game via Facebook that raises awareness & funds to empower women and girls across the world.
- Reach out central was the beginning of gaming for good (reachout.com in 2006) ...back then the most innovative approach to spreading the word about mens wellbeing and health issues.
- The Lab at Vic Uni is built on a similar premise and their focus is on those with autism and spectrum disorders. http://www.thelab.org.au/about
- Jawbone Up was discussed as a fantastic tool that promotes self awareness and monitoring. It was suggested that is can make a great addition if incorporated into programs. As one of 3 or 4 in the room wearing one I am also a huge advocate and you can read more about it here: https://jawbone.com/up
- Anti social behaviours only happen with extreme exposure to game play and in moderation the benefits outweigh all other concerns of violence, behavioural change and addiction which are the stories the media generally focuses on.



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