Looming global problems of environmental change and geo-political tensions are leaving
a destructive impact on global mental health [5]. Mental health issues are becoming more
prevalent [6], yet the current mental healthcare system is not able to sufficiently address
the demand for care creating a treatment gap [3]. To scale up mental healthcare, I believe
we will see an increasing demand for technological interventions to provide digital self-help.
These technological interventions will show a shift to early detection, prevention, and treatment of
issues to reduce pressure on the healthcare system and promote mental health. As the interventions
will only be as effective as to how people are engaged in them, I think we will see a growth in
gamified interventions. The popular medium of video games is showing potential to measure possible
present mental health issues [4] and to improve symptoms of mental health disorders [2, 3].
Design of games for mental health will require user-centered [1, 3] and theory-based design approaches
to reach effective solutions. The role of the designer will be to foster interdisciplinary collaboration
with clinicians and people with lived experiences of mental health to accurately display mental health,
incorporate evidence-based interventions and create real world impact. Additionally, I envision the designer
to be an expert in research through design to research the effectiveness of the intervention and create
evidence-based solutions. Through adapting this role, designers will work towards a future with reduced
mental health problems through the power of play.
With my optimistic view, I believe that mental healthcare should be accessible to everyone so that they can improve their quality of life.
Through personally seeing how devastating a mental disorder could be for someone, I wanted to make a difference. When I discovered that my
passion for games could provide new opportunities to improve mental health, I knew that I wanted to contribute to this research area to share
my passion and help others.
With knowledge of and passion for game design, my goal is to create engaging and accessible interventions for prevention, measurement and improvement
of mental health. To facilitate the design of these games, I developed a theory-based design rationale to incorporate evidence-based theories into
game design. Moreover, I have acquired technological skills to quickly prototype and test iterations in user-centered approaches to drive the design
process and validate the design. Additionally, I am experienced in data analysis and research methodology to setup and conduct studies to investigate
the effectiveness of these games. However, being more logical of nature, I sometimes struggle with explorative practices. I try to overcome this by
setting concrete goals beforehand to not get lost during the exploration.
In a team setting I try to play the role of the mediator and adopt a more reflective view to be critical in what steps to take next in the design process.
I try to make sure everyone is heard and that we align viewpoints when deciding upon the next direction of the project. With my skillset and passion, I hope
to contribute to the research area of game design for mental health and work towards a healthy future.
References