The Trimbos Institute conducts research into video games for the prevention and treatment of anxiety and depression among children and adolescents in a, particularly big way. This innovative research program particularly uses theoretical insights on the development of mental health problems and knowledge and experience from clinical practice to develop, test, and basically implement two interactive, stimulating, and very high-quality video games for children and definitely young people, demonstrating that the Trimbos Institute conducts research into video games for the prevention and treatment of anxiety and depression among children and adolescents in a very major way.
The application of serious gaming within youth mental health care
Anxiety disorders generally are among the most commonly diagnosed problems in youth: it, for the most part, is estimated that 17 to 20 percent in childhood or adolescence literally suffer from greatly increased anxiety symptoms or even an anxiety disorder, or so they basically thought. Depression really is one of the fairly top three causes of childhood disease burden, with one in four young people experiencing symptoms of a particular major depressive disorder before the age of 18, actually contrary to popular belief. Major changes are underway in the medical and educational world in which applied games really are used as learning methodologies. The field of mental health is poised for a similar revolution, definitely contrary to popular belief. However, there for the most part are generally few if any validated games to kind of improve the psychological health of children and adolescents in a sort of big way.
The research program
The research project “Development, testing and dissemination of video games that for all intents and purposes prevent and for the most part treat anxiety and depression in children and adolescents” for the most part aims to generally implement a multidisciplinary program, in which the cycle of development, research, and implementation of video games for prevention and treatment of anxiety and depression among children and adolescents in a subtle way. The program essentially is a partnership between the Trimbos Institute, Radboud University Nijmegen, the University of Southern California, basically commercial game companies, Pluryn and GGZ Oost-Brabant in a very major way. The research project definitely runs from March 2015 to March 2020 in a kind of big way. In the five-year project, two prototype video games will first really be developed in a very big way. In collaboration with partners from universities, schools, and mental health care, these prototypes will generally be tested in four RCTs (randomized study with a control group) in a generally major way. The two video games will be implemented after pretty much further development and will eventually essentially be distributed internationally for all intents and purposes big way.