AIRUSANI
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AIRUSANI

Kind Words and Self-Disclosure

10/3/2021

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I afore mentioned this playlist of resources on this blog, but they're just so informative and relevant that I can't help but make notes.
  • Aesthetic is more than just eye-candy. Aesthetics and ambiance set the tone and provide a visual environment and mood, or what is now commonly referred to as 'a vibe,' that may be exactly what the player needs. If there's been a stressful day at work, a calm welcoming game may help with relaxation.
  • 'Games have been found to help us recover from stress and work strain - leading to feelings of relaxation and emotional recovery.' (Reinecke, 2009)
  • 'The Two Types of Media: Eudaimonic and Hedonic.
    Eud: Inspires feelings of meaning; growth, authenticity, self-connection.
    Hud: Involves pleasure; enjoyment, silliness, comfort, ease, focus on self in the present moment.' (Huta, 2017)
    Games can be a mix of the both. Kind Words is a mix, but leans towards Eudaimonia; thinking deeply about our emotions.
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  • 'Invitations to share your feelings encourages psychological health and future help-seeking behaviour.' (Ward, Doherty, & Moran, 2011) 'This game teaches us it's okay to reach out for help/support - another reasson its perfect that they put mental health resources linked in the game.'
  • 'Self-disclosure [talking about yourself], alone, doesn't promote well-being, it is receiving social support after telling others about your feelings that helps.' (Lee, Noh, & Koo, 2013)
  • Media can cause elevation. 'Elevation is the feeling of being moved, touched, and inspired by media portraying people engaged in morally beautiful acts such as love, generosity, and kindness.' (Oliver, et al, 2015) 'You feel a greater connection between the self and humanity. This feeling insipres us to think favorably about others and the world and is a big boost to well-being and joy.'​
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I am finding with this game in particular how strong little reminders like the above can be. A simple message can be so powerful and yet so gently articulated. These are the kinds of sentences that stick with you in the long term, and may be really helpful to remember going forward into writing for children.
  • Mental health is not one-size-fits-all. We are complex and different things work for different people. Sometimes to help others, you don't have to suggest, but just try to relate.
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the media psychology of stardew valley

9/3/2021

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Notes
  • 'We form attachments to possessions in video games the same way we do with real-life materials - they both help us express and explore our identities.' (Watkins & Molesworth, 2012) 'Expressing ourselves by decorating can deepen our self-knowledge, something very important to our well-being.'
  • 'According to Self-Determination Theory, we need to feel free and autonomous - if we go without this feeling we become strained and less fulfilled. Games that let us choose what to do and when help us fulfill our psychological need for Autonomy, boosting our well-being.' (Rigby & Ryan, 2016)
  • 'Watching TV or playing video games when we're stressed can help us recover from work strain or fratigue by distracting our thoughts from stressors and building up important psychological resources like self-esteem. This relaxation leads to well-being boosts and encourages personal growth.' (Reinecke & Eden, 2016)
  • 'To play a game mindfully and get the most out of it it's helpful to check in on your mood before, during, and after playing. This way you can keep track of what your favorite games do for you and the best times to play them.'
  • 'According to Mood Management Theory we pick games/movies that help improve our mood or maintain our good mood. There are 4 Factors to each media that determines how it effects our mood.' (Robinson & Westerwick, 2016)
    1. Excitatory Potential - The potential of a piece of media to us excited and like, "Wow! What's going on?" Spectrum: Calm/Restful -> Exciting/Thrilling
    2. Absorption Potential - How much a game can pull you out of your current mood and how absorbed you can get. Focusing on the game world.
    Spectrum: Not Absorbing -> Very Absorbing
    3. Semantic Affinity - How closely this game or piece of media relates to our everyday life. How much does it make us think about our everyday responsibilities? Playing something dissimilar from everyday life can be a relief from real life stresses.
    Spectrum: Contrasting -> Similar -> Mirroring
    4. Hedeonic Valence - How cheerful the game is, compared to tragic, sad, scary or suspenseful. E.g. Stardew Valley is very high hedonic valence; it nearly completely cheerful, laid back and not worrisome. 
    Spectrum: Scary/Tragic -> Neutral - > Joyful/Fun
  • 'Our relationships with games are very unique and rely on our personalities. Given our personalities we choose our own unique mixture of media to feed our unique needs and interests and the media will effect us uniquely, too.' (Hall, 2016)
  • 'Flow is important to games. It's the feeling of accomplishment when completing challenges that aren't too hard or easy. Flow contributes to short-term boosts to well-being.' (fig below: Wolf & Perron, 2009) Good flow in a game can give a sense of recovery through a feeling of mastery and competance. "I had a bad day at work, but at least I'm good at this game!" There is the psychological benefit of the game providing reassurance of being good at things in life.
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  • 'Our feelings of self-esteem, self-efficiency, and autonomy can get chipped away by stress and fatigue. Playing games mindfully, games with good flow, help us replenish these resources so we feel reenergized to face new real-life challenges.' (Reinecke & Eden, 2016)
  • Games like Stardew Valley allow for engaging with 'parasocial relationships.' This is when you can have a relationship with both media characters, fictional characters, or celebrities on Instagram and stuff - you don't talk directly to them, or if fictional, they don't really exist - but they exist in your mind, and you can develop a relationship to them. You've never met them, but you care about them. What happens in their life impacts you emotionally, and it's a natural thing in media.
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    'Our parasocial relationships with mediated characters or others online can diminish the harmful effects of loneliness (Hartmann, 2016), boost our self-esteem (Derrick et el, 2008), give us role models to look up to, and - for younger players - may be a healthy part of practising how to relate to others in general.' (Stever, 2011)
Being able to connect and relate to others is important for psychological well-being. The goal is to leave the game feeling a bit better than how you were feeling when you went in.

This YouTube channel, 'Screen Therapy,' has a budding playlist of content dedicated to how video games can benefit mental health. I've found it incredibly informative in explaining behaviours related to this topic and why things benefit us the way they do.
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animal crossing & mental health: articles #1

9/3/2021

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5 Lessons on Mental Health from ‘Animal Crossing’

This article by Healthline explains thoroughly how and why Animal Crossing is so great for mental health and well-being. Key points:
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Social Interaction
  • The game has many elements of living a fulfilled, contented life.
  • There are lessons to be learnt from this game, and with so many people's mental health under strain during the COVID-19 pandemic, these reminders are needed.
  • A feature of the game is talking to the town's villagers every day. Although it may not sound like much, it is comforting, for the given sense of social integration. Social integration refers to a person’s sense of belonging to a community. This is reinforced by everyday exchanges and the familiarity of a place. Social integration in action is 'a place' becoming 'my place.'
  • "Research actually ties social integration to greater longevity and quality of life" (-see below.)
  • Although during the pandemic we cannot have these every day social routines, we can create them for ourselves. Animal Crossing is one way of doing so.
Novelty
  • Novelty is important for the brain. Neurobiologists have identified novelty as a dopamine activator, which is essential for learning and memory. Animal Crossing provides everyday novelty through many of its activities, including fishing (and not knowing what fish you will catch), random things in random gifts that fall from the sky, and in the turnover of new events or new things in the shops.
  • A lot of these novelty elements cross over into other video games too.
  • While routine is important for stability, novelty is important for breaking up the monotony and giving people new experiences and memories.
The Environment Shapes How We Feel
  • ​​Customisation like house and island decoration allows for expression but also an idealistic escape from the burdens of real life environments (such as dirty dishes, unpleasant surroundings, dusty furnishings etc.)
  • Having complete control over the enviorment induces happiness, and can inspire the player to be proactive about changing any unpleasant environments in real life, even if it's just getting a new plant or painting a room a new colour.
Simple Productivity​​
  • Part of Animal Crossing's engagement comes from how to play it, everything else must be set aside for just a while.
  • Human brains aren’t wired to multitask, and repeatedly switching between tasks cuts down productivity. Animal Crossing is reminding of the benefits of focusing on just 'one-task-at-a-time' - working with the brain instead of against it. Goals are not urgent or overwhelming, and tasks are taught to be carried out one-by-one.
  • Animal Crossing gives the player motivation through reward-driven behaviours that strengthen attention and focus. This reward system way of getting through tasks can be applied to real life too.
Purpose Can Keep People Going
  • The game is deceptively simple. Tasks that should be tedious do not feel that way because of purpose. Having the bigger goals in mind, and knowing these smaller tasks build up to that goal, makes achieving them more meaningful. The smallest of progress connects to a bigger story and purpose - which in this game's case, is turning a deserted island into a 5-star place to live through crafting, building, decorating, and engaging with the community.
  • Having a life that feels purposeful, meaningful or useful has been shown to reduce depressive symptoms and build emotional resilience.
  • Day-to-day life feels less of a grind and more purposeful.

"...When our collective mental health is languishing, it’s even more important that we still have goals - even if those goals involve building a pretend bridge. Putting a stake in the ground gives us momentum that we might otherwise lack. It can be as simple as mastering a new craft or hobby, as silly as renovating our virtual homes on “Animal Crossing,” or as ambitious as a promotion at work.
These goal-driven behaviors help contribute to our sense of purpose, fortifying our mental health even in lockdown. I believe that’s why a game like “Animal Crossing” can be a source of comfort - especially when the world seems to have come to a screeching halt. It gives us goals without overwhelming us; it offers a sense of connection and novelty that our brains thrive on."
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animal crossing & mental health: Videos

9/3/2021

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These are video resources I've gathered over the past few weeks about how Animal Crossing specifically has helped people with their mental health. Some are stories more personal and informational than others, but listening to all of these videos has greatly strengthened my confidence in this project's message. While academic sources are a strong research point, media from average people is just as valuable when it comes to an accessable and relatable topic as this.
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the basics of mental health

9/3/2021

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What is mental health?
www.mentalhealth.gov/basics/what-is-mental-health

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Types of mental health problems.
www.mentalhealth.gov/what-to-look-for

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Souces for mental health help.
​www.mentalhealth.gov/get-help

What is well-being?
www.cdc.gov/hrqol/wellbeing.htm

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Notes on these articles are in my sketchbook.
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children's animation: city of ghosts

14/2/2021

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Browsing through Netflix’s ‘coming soon’ page, I came across this new animated series that has a very unique and unorthodox feel to it. It is designed with children in mind, but it navigates topics differently to how I have seen in other children’s animations. In tone it is different to the mainstream.

"I think the term “meant for kids” has been misused to a great extent. Now, it means dumbing down things to such a level that there’s no connection between what’s happening on screen and what’s happening out there in the real world. Because the adults decided at some point that in order to protect kids from the horrors of the world i.e. discrimination, cultural appropriation, gentrification, erasure of history, they shouldn’t be exposed to it at all. When they become adults, they can handle it. And that’s so wrong because when all those “horrors of the world” hits you all at once, things get too overwhelming to handle, thereby leading to anxiety, confusion, and depression. So, it’s better to simplify the aforementioned topics and educate them for early age so that the urge to learn grows, which is something that the writers of the City of Ghosts clearly understand."
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Mashable, writing about City of Ghosts, and how children being exposed to difficult topics early on can help to prevent mental health problems.
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