Therapy has an engagement problem. Despite the benefits of treatment plans and at-home exercises, people generally resist anything that feels like work, and this impedes the mental-health recovery process across the board. Clinicians have attempted to bridge this gap with various devices and reward systems, but still, it’s often incredibly difficult to motivate patients to help themselves.
Video games have the opposite problem. Players can spend hours immersed in a single digital experience, seated in one spot and lost in their own world, but they’re often branded as “lazy” for this behavior. Video games are widely viewed as a waste of time, even with growing research demonstrating the psychological benefits of play.
So, why not smash these industries together and see what happens? DeepWell Digital Therapeutics is a new video game publisher and developer from Devolver Digital co-founder Mike Wilson and medical device creator Ryan Douglas, and their goal is to alter the way people think about games and mental health. The DeepWell DTx advisory council includes more than 40 medical researchers, doctors and veteran game developers, including Tom Hall (Doom), Zoe Flower (Hellbent Games), Rami Ismail (Nuclear Throne), Lorne Lanning (Oddworld) and American McGee (American McGee's Alice).
“We fight with engagement all the time,” Douglas said. He worked for years with light therapy and other interventions designed to treat anxiety, depression and stress, but said accessibility and participation were constant battles. “And these [game developers] had cracked that code at a level that they were really hitting hard neurological reward centers in the brain, in a way that the availability to effectively change what people do and think in
Read more on engadget.com