Gaming to Feel Better (Webinar)
Gaming to feel better: Digital game interventions to promote mental wellbeing in youth
This webinar is free but interested participants are asked to fill out this.
On the day of the event please join us at the following
Meeting ID: 854 0588 4588
Password: 510239
Presenters:
Manuela Ferrari
Assistant Professor, Department of Psychiatry, ÎÛÎÛ²ÝÝ®ÊÓƵ University Researcher, Douglas Mental Health University Institute.Ìý
Michael Serravalle
Youth, Gaming Against Stigma Youth Advisory GroupÌý
About this webinar:
Research in e-mental health is growing rapidly, likely faster than its uptake in clinical settings. In light of this, there is a need for specific knowledge synthesis activities that can provide clear recommendations on how a specific technology can be effectively adopted and integrated into youth’s settings (e.g., schools, community services, clinical services). Gaming my way to recovery is a research project that aims to answer this need by exploring how video game technology and interventions can be integrated into settings to promote mental wellbeing in youth.
There will be time at the end of the webinar for an interactive Q&A with the presenters.
Learning objectives: This webinar will allow participants to:
1. Discover how playing video games, and having fun, can help young people gain new skills, support their mental wellbeing and overcome the stigma of mental illness.
2. Identify steps and mechanisms to engage youth in knowledge synthesis projects.
About Manuela Ferrari:
Dr. Manuela Ferrari is an Assistant Professor in the Department of Psychiatry at ÎÛÎÛ²ÝÝ®ÊÓƵ University and Researcher at the Douglas Research Centre in Montreal. Dr. Ferrari applies participatory design to e-Mental Health interventions to enhance access to care, treatment, and client engagement with services. She is developing a unique program of research on video game-based interventions for mental health promotion, treatment, and anti-stigma campaigns. For Dr. Ferrari, video games can further improve access to care by decreasing stigma and promote recovery. Video games can also be used as a powerful, interactive, and creative media tool, to promote awareness and understanding of how people experience mental illness.
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