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Geek Therapy
How Geek Culture is saving the world. Can geeky, nerdy, and techy things help heal the world? Absolutely. | For the Geek Therapy Podcast and more, visit http://www.geektherapy.com.
Curated by Josué Cardona
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A game that makes teens feel less alone, preventing suicides

A game that makes teens feel less alone, preventing suicides | Geek Therapy | Scoop.it

High School Story is an exercise in empathy for players. As players interact with the seemingly stereotypical characters, they learn things about them that break down those stereotypes.

 

 Ever since the launch of the cyber bullying update to the game, many players have reached out to the studio with their own stories of suicide attempts, and how the game gave them hope and made them feel less alone.

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BWyts's curator insight, May 9, 2014 8:00 AM

un jeu gratuit, qui se fonde sur la communauté (Forum, Facebook, mobile devices...). J'apprécie le principe et l'éthique!

digitalhabitat.asia's curator insight, May 12, 2014 2:56 AM

One of the hardest parts of teaching is dealing with depressed students. Experts are claiming that this game helps prevent teen suicide. Would you recommend this to a lonely student? 

Michael Borell's curator insight, May 15, 2014 6:43 AM

Highly agree our society needs to bring teen suicides down and if we can do it with games I am a full supporter of this new concept.

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HIV Awareness Video Game Aims To Curb Epidemic Among Minority Teens

HIV Awareness Video Game Aims To Curb Epidemic Among Minority Teens | Geek Therapy | Scoop.it

Hieftje and a team of research scientists at the university are testing a novel way to help curb the epidemic among minority teens: through the use of video games.

 

Conducting interviews with three dozen boys and girls, ages 10 to 15, in New Haven, Conn., the team set out to determine the factors that drive risk behaviors among adolescents. Their research, which appears in Games for Health, a new journal focused specifically on using game technology to improve health and well-being, is now being used to design a video game intervention for the iPad that will be tailored to this specific at-risk population.

 

In the game, players begin as a 7th grader and must navigate through several risky scenarios each year until they graduate from high school. The goal of the game is not necessarily for the player to make the "correct" decisions, but rather to learn the cognitive processes and behavioral skills to negotiate similar scenarios. The game also allows players to go back and change their decisions to see how the outcomes may have differed, Hieftje added.

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Video Exercise Helps Overweight, Obese Teenagers Lose Weight

Video Exercise Helps Overweight, Obese Teenagers Lose Weight | Geek Therapy | Scoop.it

The first studey demonstrating weight loss from video games that require physical activity has been published online in the journal Obesity...

 

The analyses examined whether a 20-week exergame intervention could produce weight loss and improve psychosocial outcomes for 54 overweight and obese African-American ad

 

The authors found that when played cooperatively, “exergames” that require gross motor movement, in this case the Nintendo Wii Active, can help combat the pediatric obesity epidemic.

 

“These overweight and obese teens who played exergames in teams lost on average 5.5 pounds compared to the control group, whose members actually gained weight during the intervention,” says Staiano, who received her Ph.D. in psychology from Georgetown in 2010. “Given the popularity of video games, these exergames can be a fun and effective tool to engage kids in physical activity and help them achieve a healthy weight.”

 

Cooperative exergame players also significantly increased their confidence in completing goals as compared to the control group, and both exergame conditions significantly increased peer support more than the control group did.

 

“Motivating obese adolescents can be extremely challenging,” Abraham says. “When we use technology and adopt methods they are already used to and are comfortable with – like video games – the healthy behaviors are more likely to be sustained.”

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