The digital solutions

Technological devices such as mobile phones, computers, and the internet can provide digital interventions for various mental health-related issues, providing a regular contact point with professionals, reminding patients to take medication, and providing brain training exercises that help to alleviate the symptoms of various mental health disorders.

Digital interventions have shown great promise for numerous mental health disorders. Younger individuals frequently choose online options when seeking healthcare advice. Online counseling can be an excellent initial method of mental health triage, where more serious cases can be referred to more traditional mental health services. There is a significant economic incentive for the widespread adoption of such mental health triage centers, which could improve mental health disorder detection and treatment and streamline existing mental health services, freeing up outpatient clinics and directing patients to where they can receive the most suitable assistance.

Mental health apps

Mental health apps are mobile apps designed to help users improve their emotional well-being, become more mindful, and address common mental health issues. Some mental health apps allow users to access online talk therapy or psychiatric care. Others may help you to begin a meditation practice, cope with stress and anxiety, or improve sleep quality. Available for iOS and/or Android users, mental health apps are typically designed to be used via smartphone or tablet.

The best mental health apps are affordable, user-friendly, and well-designed, with few technical glitches. Many of these apps have unique features that allow you to improve your overall wellness in enjoyable, accessible ways. High-quality therapy apps remove some of the usual barriers to mental health care, while mindfulness apps can help you achieve better focus and productivity.

Headspace

The Headspace app is designed for folks who are new to mindfulness and looking for some guidance. As its tagline suggests, Headspace aims to foster a space where meditation is made simple. Headspace operates as a full-service relaxation solution. It teaches eight helpful techniques derived from Burmese and Tibetan Buddhist traditions and each method is contextualized throughout the different meditations, accompanied by animations that provide clarity. A study conducted at Yale University found that meditation was able to decrease DMN brain activity, so when the brain starts to meander into anxious territory because of new connections that form through meditation, the mind can snap back into a place of calm.

Ai – Robot Therapy

Following the trend of developing practical conversational artificial intelligence (AI), companies have begun to create systems that focus not on the ability to assist individuals with mundane everyday needs but rather to provide health services that would otherwise be much more difficult to access. In particular, psychologists and computer scientists have been working together to produce versions of this technology that play some of the therapeutic conversational roles that are typically saved for human psychotherapists (e.g., offering empathic responses and providing instructions on how to apply well-tested treatments like cognitiv behavioural therapy).
Robot therapists remove many barriers that may otherwise have prevented some individuals from seeking treatment or applying it effectively.
Benfits: Cheaper , Less time consuming, Available on-demand, Able to provide users with access to treatments without having to navigate complex mental health systems

Gamefication

With the CDC`reporting a significant increase in mental health issues, it is important now more than ever for pieces of media to properly discuss mental health. But even though mental health issues are more openly talked about and accepted in society than ever before, it is still extremely common for false information and negative stereotypes to be seen in media, and video games are no exception.

Despite this, some video games in recent years have had incredible representation and exploration of mental and emotional health and wellbeing. Instead of using it as a gimmick, these games approach the topic with compassion and understanding.

Depression Quest

Created by American video game developer Zoë Quinn, Depression Quest is a 2013 text adventure game created in Twine where players control a person who is struggling with unhappiness. The game is free and has received praise from the New YOrker and others for its accurate depiction of depression.
During the game, the player decides which actions the person should take next, but some of the options are unable to be selected, which is meant to represent how depression can limit what a person is able to do. Instead of being created to entertain the player, this game was made to educate players on what it is like to deal with depression.

Spiritfarer 

Spiritfarer is a 2020 management sim where the player controls a young woman named Stella who becomes a Spiritfarer, which means that she sails the seas to find spirits, grant their final wishes, and take them to the gateway to the afterlife known as the Everdoor. With her cat named Daffodil, Stella meets and befriends various spirits while recovering memories of her past life.
This beautiful indie game focuses on the feelings of guilt and loss that come with death, and the importance of moving on. By the end of the game, Stella and Daffodil are finally able to go to the afterlife themselves.

 

Florence 

Originally released in 2018 for mobile phones and later ported to other devices, Florence is an interactive story that follows a 25-year-old woman named Florence Yeoh who meets a cellist named Krish. After the two enter a relationship and eventually move in together, they have a fight and break up, which leads to Florence having to find a new direction in life.
This game is about loss and the struggle to move forward when a person is stuck in a life that feels monotonous and dreary. Since the game does not have verbal dialogue, the story is uniquely told using quick minigame puzzles that help players connect with the characters without any words. Eventually, Florence manages to move on and grow into the painter she had always wanted to be but was originally afraid to try.

Gamification to Finance Nature Conservation

The Luc Hoffmann Institute is taking an interesting approach to nature conservation by using gamification. They want to make it fun and interactive for people, especially kids, to get involved in protecting the planet’s resources. The idea is to make educational games that teach kids about different species and habitats, and other experiences that allow them to participate in virtual conservation efforts. They generate funding through the sale of these games. Players purchase access to these games, and the funds are directed towards real-life conservation projects.

By making conservation more entertaining and accessible, the Institute is hoping to inspire a new generation of environmental advocates. They believe that by engaging kids in conservation through games, they can create a lasting impact and help ensure a better future.

While gamification may raise awareness and generate funds, it may not have a significant impact on the actual conservation efforts. It’s suggested that more direct and targeted approaches are needed to truly protect and preserve our planet’s natural resources. Lastly, I don’t think that many people are interested in purchasing games when there are so many free ones available.

Sources:

https://luchoffmanninstitute.org/wp-content/uploads/2021/09/Gamification_conservation_report_Luc_Hoffmann_Institute_2021.pdf

Outlook into further research

Topics that have not been handled thoroughly or additional topics can be tackled through blog posts:

  • Effect of different game elements onto communication
  • Communication styles in different game types
  • Missing communication aspects in online voice channels
  • Missing communication aspects in online game chats
  • Advantages of communication in games over real life communication
  • Can online friendships last?

How can games help to benefit communication?

After taking a look at psychological aspects of communication as well as technical aspects of game design and development, this blog entry should combine those topics and analyse how video games can actually benefit communication.

While many young people struggle to fit into society and are faced with prejudices and hate, in online games they can find communities where they are accepted no matter they equity, religion, sexual orientation or other aspects.

Video games are especially a safe space for people:

  • On the autism spectrum
  • With insecure attachment styles
  • With depressive symptoms and social anxiety
  • Of the LGBTQ+ community

 References:

First ideas and directions how to go further… 

After the past blogposts, many possibilities have emerged on how to better include children and young people in democracy-related issues. The level of communication and the direction from which it comes is very important. No one wants to be talked down to or overwhelmed with complex explanations. In the following, I name a few ideas on how I can approach the topic as an interaction designer.

Social Media Channel

Designing a social media channel or maybe a tool kit for influencers to enhance young people’s engagement in democratic systems and processes can be a powerful way to reach a wider audience and inspire change. Key elements of such a channel or could include:

– Engaging Content: Providing content that is both educational and engaging, such as videos, podcasts, or interactive quizzes, can help young people learn about democratic systems and processes in a fun and accessible way.

– Influencer Involvement: Partnering with influencers who are passionate about democracy and civic engagement can help reach a wider audience and inspire change. Influencers can use their platform to raise awareness, share stories, and engage with their followers.

– Tools and Resources: Providing tools and resources, such as action plans, voting guides, or advocacy tools, can help young people take action and become more involved in the democratic process.

– Community Building: Building a community of young people who are interested in democracy and civic engagement can help provide a supportive and interactive environment for learning and action.

By providing engaging content, tools and resources, and a supportive community, a social media channel or tool kit designed for influencers can play an important role in empowering young people to take part in democratic systems and processes. Of course, the channel should also be visually appealing to guarantee a professional but also a personal/fun-looking appearance.


Gamification App

Gamification is a popular and effective way to engage young people in learning and taking part in democratic systems. A gamification app for this purpose could include features such as:

– Interactive Quests: By providing tasks and challenges related to political and civic topics, the app can help young people develop a deeper understanding and engagement with democratic systems.

– Virtual Representation: The app could include virtual simulations of political decision-making, allowing young people to experience the democratic process in a fun and interactive way.

– Social Interaction: Encouraging social interaction and collaboration through the app, such as team-based missions or debates, can help young people develop their communication and leadership skills.

– Rewards and Recognition: Providing rewards and recognition for accomplishments, such as virtual badges or points, can help motivate young people to continue learning and participating in democratic systems.

By combining education, engagement, and fun, a gamification app for democratic systems can help young people develop the skills and knowledge they need to become informed and active citizens.


Interactive Game for the classroom

Another solution could be an interactive game similar to the Peace Game. This would make it possible to teach children of primary school age about the importance of democracy. In a crisis-ridden time like the present, it is especially important to convince children and young people of their active participation. Even if this participation only means going to the voting booth every few years. Unfortunately, there are very obvious reasons why people are turning away from politics right now (corruption, miscommunication, shift to the right), although it is precisely in times like these that an active understanding of democracy is indispensable. Inclusion starts with information. If this information is acquired at an early age, people enter the official voting age with a democracy-friendly consciousness, which can only be an advantage for people and the state.

I realise with this topic that I am not quite at the end yet. There is still a lot to discover or research. I think it would be exciting to take up this topic again for my master’s thesis, let’s see what happens 😉

Harley Quinn and the male gaze

During my research on gender equality in Austria, specifically at the Austrian Film Institute, this insight from the “Gender Report” brought me to my next research question:

Portrayal of women in film: quantity vs. Quality: This report clearly shows that the gender ratio of main characters in films driven by men and women are more or less balanced. The film’s gender rating had little influence on the number of female main characters: Films made by women showed female characters in the lead roles more often. The influence on the type of portrayal is considerably more important: Portrayals are more nuanced in female-driven films than those driven by men.

More diversity in female-driven films: Twelve fiction films were examined in detail in a qualitative analysis: The female-driven films had no sexism and reflected on discrimination in society. They portray a pluralistic society and underrepresented groups that go beyond conventional clichés more often than male-driven films.

Do men and women differ in the way they tell stories and portray characters? In this blog post I would like to address this question using the example of the character “Harley Quinn”, which shows certain variations in different films by different directors (male and female).

The Male Gaze

According to studies, male-centric production and consumption of comics leads to an overly masculine portrayal of male characters and an overly fetishized and overly sexualized portrayal of female characters. the female characters in superhero films are already being disadvantaged when they are created in a male-dominated medium.

The male gaze is to view women through a voyeuristic-scopophilia lens.

 Laura Mulvey

Harley Quinn was first introduced in 2016’s Suicide Squad, directed by David Ayer. One criticism of the role was the strong objectification of the male gaze, which undermined her role and strength as a superheroine. Birds of Prey director Cathy Yan and screenwriter Christina Hodson revamped the role Through costumes, script and cinematography, they tried to avoid stereotypical ways of portraying the main female character.

Minseo Joo and Caryssa Ozuna write in an article about how the cinematography of Birds of Prey subverts the male gaze by focusing on the reaction of the characters rather than the sexualization of women’s bodies. They also talk about the incorporation of a realistic wardrobe for all of the female characters. Rather than placing them in scantily clad outfits that would appeal to male viewers, it suits them in clothing that can be used practically within the battle.

Zoe Dirse additionally states that women artists must take control of their art in order to “subvert patriarchal assumptions about gender”. Thanks to the collective efforts of a strong female production team in front of and behind the camera, Birds of Prey succeeds in taking back control of the gaze and the content.

Sources:

Subverting the Male Gaze: Birds of Prey refreshes the narrative of Harley Quinn

https://rtfgenderandmediaculture.wordpress.com/2021/07/01/subverting-the-male-gaze-birds-of-prey-refreshes-the-narrative-of-harley-quinn/

Arora, A. (2019). Gazing at the Obvious: A Critical Analysis of the Male Gaze in Superhero and Fantasy Literature.

https://dialog.puchd.ac.in/wp-content/uploads/2020/10/5.-Ayushee-Arora-Gazing-at-the-Obvious.pdf

Dirse, Z. (2013). Gender in cinematography: Female gaze (eye) behind the camera. Journal of Research in Gender Studies

https://heinonline-org.ezproxy.lib.utexas.edu/HOL/P?h=hein.journals/jogenst3&i=15.

Social Media gets people involved!

Especially in the European Union, the inclusion of children and young people is very important. There are many initiatives, think tanks, platforms or networks that work to make politics or democracy accessible to children and young people. But if there are so many initiatives, why do we still have the problem described at the beginning? It seems as if the platforms are there, but unfortunately the information and communication does not (yet) reach the masses. This gives me the impression that perhaps the wrong communication channels are being used and that there is still more potential to reach children and young people more directly.

Bayrischer Rundfunk: Instagram Channel “news_wg”

News-WG is a information format of the Bavarian Broadcasting Corporation on Instagram. It is a platform where young people can receive information about current political issues and events in Bavaria and Germany. The format leverages the popularity of Instagram to reach a young target audience and strengthen their political awareness. Its goal is to inspire young people for political issues and help them form their opinions and beliefs. News-WG provides a platform for young people to share and discuss their opinions and thoughts on current issues. The format is an example of how traditional media can expand and enhance their content and target audience through the use of social media. It shows the importance of reaching out to young people and giving them the opportunity to form and discuss their opinions and beliefs.

The News-Wg now has over 150,000 followers and has written almost 1300 articles to date. Probably not only the simple explanations but also the direct way of communicating with the followers are the recipe for the success of this political instagram-channel.

the hosts of the channel Helene Reiner, Sophie von der Tann und Max Osenstätter ©bayrischer Rundfunk

“Der Erfolg unseres Accounts macht deutlich: Junge Leute suchen auf Instagram nicht nur Oberflächliches. Sie haben wirklich Lust auf informative Inhalte.”

News-WG-Host Helene Reiner

“Young people have always been very political,” says Martin Fuchs, who advises governments on digital communication and monitors what is happening in social media. “Political and social debates don’t pass by even those who usually give make-up tips.” Moreover, working as an influencer also allows one to develop oneself.

His definition of being an influencer is not limited to the role of being an advertiser: “These are people who have built up a reputation and a community online, use this value to present themselves and then make influence visible in social issues, but also in the commercial sphere.”

Digital opinion leaders communicate informally and far away from organisations, which makes them appear more credible. Their potential is built on personality and proximity. Because they spend their time where young people spend their time: on the net. Especially with participation formats in which the community can ask politicians questions, they enable active political participation of the younger generation.

Good Practices Vol.2

The European Union is home to two outstanding initiatives aimed at promoting democracy and civic engagement among its youth population: the European Youth Parliament (EYP) and Democracy Alive. EYP provides a platform for young Europeans to come together to learn about politics and democracy, while Democracy Alive is a network of youth organizations advocating for the rights and interests of young people in Europe. Both initiatives are essential in empowering the next generation of Europeans to become informed and active citizens.

The European Youth Parliament (EYP)

The EYP is a non-profit organization that aims to promote intercultural understanding and European cooperation among young people. It is a youth-led organization that provides opportunities for young people to engage in debates and discussions about current European and global issues. The EYP was founded in 1987 and has since grown into a pan-European network with over 20,000 members.

EYP operates through a network of national committees in over 40 countries across Europe, and they organize events such as youth forums, workshops, and international sessions. During these events, young people participate in discussions, debates, and simulations of the European decision-making process.

The goal of EYP is to provide young people with the skills and knowledge they need to become active and informed citizens, and to encourage them to become involved in the political process at the European and national levels. Through its programs and activities, EYP aims to promote intercultural exchange and understanding, and to foster a sense of European identity and solidarity among young people.

The European Youth Parliament is a recognized partner of the European Parliament and other European institutions, and its programs and initiatives are designed to help young people develop the skills and knowledge they need to become active and engaged citizens in a rapidly changing world.

Democracy Alive

Democracy Alive is a European-wide network of youth organizations that work together to promote democracy, human rights, and social justice. The network was founded with the goal of empowering young people to engage in the democratic process and to become active and informed citizens. The network provides a platform for young people to exchange ideas, share experiences, and work together to address important political and social issues. Democracy Alive uses social media, as well as traditional methods of communication, to reach its target audience and to provide young people with the information and resources they need to get involved in the democratic process.

Some of the specific activities and initiatives of Democracy Alive include:

Advocacy: The network works to promote the rights and interests of young people by advocating for policies and legislation that support their well-being and empowerment.

Capacity building: Democracy Alive provides training and resources to its member organizations to help them build their capacity and become more effective in their advocacy and activism efforts.

Networking: The network provides a platform for its member organizations to network and collaborate with one another, sharing experiences and ideas and working together to achieve common goals.

Information sharing: Democracy Alive uses social media and other digital platforms to share information and resources on important political and social issues, helping young people stay informed and engaged.

Democracy Alive is an example of a successful network that is working to promote democracy, human rights, and social justice in Europe. By empowering young people to get involved in the democratic process, the network is helping to ensure that the voices of young people are heard and that their interests are represented in the political arena.

Destigmatisation

A very big problem for people not getting the help they need with psychological problems is often fear. Individuals fear judgment they would receive from others, change, and the unknown. There are many mental blocks and stereotypes that get stuck in our heads due to social stigmas that need to be removed. However, this is not an easy process. In the following, a few creative solutions will be presented.

Campaigns

Educational campaigns serve to disseminate information about specific facts, products or regional conditions in a targeted and widespread manner. In the area of health, the aim is to educate/inform about health risks that result from a certain behavior, are associated with the consumption of certain products or arise from regional conditions. At the same time, information is usually given on recommended behavior.

The Austrian Federal Association for Psychotherapy has launched #mehrpsychotherapiejetzt.

The Campain Goals are:
More places for psychotherapy financed by health insurance funds
The destigmatization of mental illnesses, because going to psychotherapy is as normal as treatment for physical illnesses.
Psychotherapy for all on a health insurance voucher, i.e. a complete abolition of quotas.

Let´s Talk in an illustrated Mental health Campaign.

It´s natural for feelings, thoughts, and emotions to build uo over a period of time.
This can create, loneliness, feelings of isolation and stress amongst many other things.
The illustrator  Nayantara Surendranath worked with Disney Star on their mental health campaign to address these very issues, to encourage people to voice their feelings and to speak to a mental health professional should they need to.

Books

Picture books are a great tool to educate children in particular and to prevent stigma and prejudice against therapy.

Keith Negley – Tough Guys (have feelings too)

A boldly illustrated picture book read-aloud about how everyone gets sad—ninjas, wrestlers, knights, superheroes, everyone . . . even daddies have emotions to show destigmatize men not having feelings.
Did you know that wrestlers have feelings? Knights do too. Even superheroes feel sad sometimes. In fact everyone has feelings – even dads who love their children!
Children will love to recognise the feelings in Keith Negley’s bold illustrations which accompany a fun-to-read aloud narrative. Parents can enjoy and engage with children in a light-hearted discussion about emotions and how they affect us all.

Exhebitions

Interest in the use of museums to address mental health stigma seems to be growing. In its 2022 Trendwatch report, the American Alliance of Museums devoted an entire section to how museums can be community pillars in the realm of mental health, and another section to how museums can be pillars for the education of children and also for adults.

Mental Health: Mind Matters

A new traveling exhibit called Mental Health: Mind Matters, which has just opened at Museum of Science Bosten, points toward a potentially different way to initiate conversations about mental health issues that can engage parents and children alike. Addressing stigma among children is especially important since we know that negative stereotypes are absorbed during childhood as part of the socialization process (including from popular media such as movies), such that they are considered to be part of the general knowledge about the world that one takes for granted by the time one reaches adulthood.

MENTAL: Colours of Wellbeing

MENTAL: Colours of Wellbeing is not an exhibition about mental illness, treatments or cures. It is a welcoming place where you can confront societal bias and stereotypes around mental health. MENTAL invites you to embark on an intimate and personal journey that explores the many different ways of being, surviving and making connections, that have become of increasing importance to us all.
This exhibition features 24 interactive exhibits, art projects and large-scale installations by international artists, makers, scientists and designers that reflect a range of perspectives on mental health and ways of being. In addition, there are seven artworks by Singaporean and Southeast Asian artists that explore mental health from a uniquely Southeast Asian perspective.