Video games that promote physical health, such as Nintento’s Wii Fit, are a popular form of exercise. Research shows being physically fit has a positive impact on mood and happiness, so these games have some follow-on benefits for mental health. Recently, some games have been developed that directly target psychological issues. SPARX, a video game designed to target depression and anxiety in teenagers, takes place completely in a fantasy world. As the user navigates the environment they complete various tasks and challenges which are designed to teach them techniques for dealing with depression. For example, the user learns ways to challenge their negative thoughts. Take a look at the YouTube video showing scenes from SPARX. Gamifying psychological interventions successfully could revolutionize how we treat mental illness and how we view our own mental health. What advantages to you see with the use of gamification, especially for young children and adolescents? https://www.youtube.com/watch?v=wgocT0YyV8M
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