Video Game Helps Young People Cope with Grief

Video Game Helps Young People Cope with Grief

bbc.com

Video Game Helps Young People Cope with Grief

A video game called "Apart of Me" is helping 44,000 young people in the UK and 160,000 worldwide cope with grief and trauma by providing a safe, anonymous environment to process their emotions and connect with others.

English
United Kingdom
TechnologyHealthMental HealthYouthSupportGriefVideo Game
Apart Of MeBbc Radio ManchesterNational Lottery
Louis Weinstock
How does the game's design facilitate the processing of grief and trauma, and what role do interactive elements play?
The game's success demonstrates the potential of innovative approaches to mental health support for young people. By offering an anonymous and engaging platform, "Apart of Me" addresses the unique needs of those who may find traditional therapy inaccessible or challenging. This approach complements existing services, providing an additional tool for intervention and support.
What is the impact of "Apart of Me" on young people's mental health, and how does its approach differ from traditional methods?
A video game called "Apart of Me" is helping children and young adults cope with grief and trauma. Developed by psychologist Louis Weinstock, the game has supported 44,000 users in the UK and 160,000 globally, providing a safe space to process loss and build compassion. It uses interactive elements to help users understand grief and connect with others facing similar challenges.
What are the potential long-term societal implications of this innovative approach to grief support, and what are the challenges in scaling the program?
The game's expansion into schools and planned features like 'heart notes' suggest a promising future for accessible grief support. This scalable model could significantly improve early intervention, potentially reducing the long-term impact of trauma on young people. The focus on fostering compassion also holds the potential to create a ripple effect within communities.

Cognitive Concepts

4/5

Framing Bias

The narrative heavily emphasizes the positive impact of the game, framing it as a near-miracle cure for grief. Phrases like "turn their darkest moments into moments of creativity and hope" and "transform their grief into compassion" contribute to this overwhelmingly positive framing. The headline itself, 'The video game helping children through grief,' sets a positive and somewhat simplistic tone.

3/5

Language Bias

The language used is largely positive and emotive, potentially swaying the reader towards a favorable view of the game. Words and phrases such as "darkest moments," "creativity and hope," and "transform their grief into compassion" carry strong positive connotations. While aiming to be uplifting, this choice of language could be perceived as overly optimistic and potentially misleading.

3/5

Bias by Omission

The article focuses heavily on the positive aspects of the game and its impact, potentially omitting challenges or limitations. While acknowledging the game's potential benefits, it doesn't delve into potential downsides, such as the game's suitability for all types of grief or whether it might replace professional help. The article doesn't mention any negative feedback or critiques of the game.

3/5

False Dichotomy

The article presents the game as a solution to a complex problem without acknowledging other potential interventions. It implies that the game is a superior alternative to traditional therapy, neglecting the limitations of gamified therapy in addressing severe mental health issues. This implies a false dichotomy between the game and other support systems.

Sustainable Development Goals

Good Health and Well-being Positive
Direct Relevance

The game 'Apart of Me' directly addresses the mental health of young people dealing with grief and trauma. By providing a safe space to process emotions and connect with others facing similar challenges, the game contributes to improved mental well-being and reduces the risk of anxiety and depression, aligning with SDG 3 (Good Health and Well-being) which aims to ensure healthy lives and promote well-being for all at all ages. The game's success in helping 44,000 people in the UK and 160,000 worldwide demonstrates its positive impact on mental health.