3 ms·
Video Game Approved as Prescription Medicine
- feralimal 6y agoQuote from Matt Omernick, Akili cofounder: "As a child progresses in game play, the technology is continuously measuring their performance and using adaptive algorithms to adjust the difficulty and personalize the treatment experience for each individual." and from Web developer and designer Craig Ferguson: "“It’s a well-known fact that so many mobile games use all sorts of psychological tricks to get people to give them money,” he says. “So we wanted to use the same exact psychological tricks, but to trick [users] into doing something that’s good for them.”" I understand that this is game is intended to help depression and anxiety. But am I alone in thinking that these states are feedback that is telling you that you are doing something wrong, that you need to make a change, rather than continuing to do something (that you may feel invested in) that isn't working for you? Or if you are bored, that you need to find something more meaningful than being distracted? From that point of view, I feel uncomfortable with this sort of idea - that a game monitors and personalises the experience with psychological tricks in order for the child (child!) to progress as the game's developers would like. No doubt the developers have best intentions, but time outdoors, in nature, undertaking more wild experiences, allowing for boredom even - without monitoring or personalisation - are surely better options! Basically, this line of investigation as a "solution" to depression and anxiety - ie more immersion and greater monitoring by technology - sounds worse than the disease to me!