Faculty of Humanities, Education and Social Sciences (FHSE), University of Luxembourg
Health declines with age involving biological, social, and psychological changes
Mental health is a state of individual well-being beyond absence of disorder that is integral to one’s health and promotes stress coping, goal fulfillment, learning and working well, as well as community engagement
Protective factors are meaningful social relations and a sense of belonging
(Mental) health of older people is a global concern
Solution:
But also:
Individual behavior is informed by value motivational goals
Contrary to old age stereotypes, older people can and are willing to learn something new but they need to know why that is important (resonance with internal motivation)
The need for internal motivation and social orientation are addressed in educational game-based approaches by design
Cognitive Behavioral Therapy (CBT) sees cognitive and emotional biases as causes to pathology
Group CBT (CBGT) views interactions between group members as the mechanisms of treatment
CBGT uses psycho-education to redefine dissatisfaction and lack of agency concerning mental health into internal motivational goal-setting
How can the digital game playing medium be leveraged to deliver CBGT psycho-education interventions in combating pathology in communities of older people?
What games do older people like to play?
Do older people prefer certain games depending on value motivational goal preferences?
What do older people need for playing games as part of a community?
Can game playing contribute to combating mental healthcare stigmatization?
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Contact: adrian.stanciu@uni.lu
Website: https://adrianstanciu.eu