Computer Game Designed To Treat Depression As Effective As Traditional Treatment
New submitter sirlark writes "'Researchers at the University of Auckland tested an interactive 3D fantasy game called Sparx on a 94 youngsters diagnosed with depression whose average age was 15 and a half. Sparx invites a user to take on a series of seven challenges over four to seven weeks in which an avatar has to learn to deal with anger and hurt feelings and swap negative thoughts for helpful ones. Used for three months, Sparx was at least as effective as face-to-face conventional counselling, according to several depression rating scales. In addition, 44% of the Sparx group who carried out at least four of the seven challenges recovered completely. In the conventional treatment group, only 26% recovered fully.' One has to wonder if it's Sparx specifically — or gaming in general — that provides the most benefit, given that most of the symptoms of depression relate to a feeling of being unable to influence one's environment (powerlessness, helplessness, ennui, etc) and games are specifically designed to make one feel powerful but challenged (if they hit the sweet spot)."
For my money, this video game works as well as conventional counseling because conventional counseling doesn't work. People get better, sure, but they get better on their own. Time, improving life circumstances, and new friends are what end depression, not lying on a couch talking about your feelings.
" One has to wonder if it's Sparx specifically — or gaming in general — that provides the most benefit, given that most of the symptoms of depression relate to a feeling of being unable to influence one's environment (powerlessness, helplessness, ennui, etc) and games are specifically designed to make one feel powerful but challenged (if they hit the sweet spot)."
The thing a lot of people especially in the age group tested lack are the emotional tools to deal with normal feelings such as anger and depression. One on one counseling helps the patient build those tools and if the game is designed with that in mind then yes it's Sparx not all games. If it were all video games that made a person feel empowered then I really doubt EMO would have ever been "invented".
"Ubuntu" -- an African word, meaning "Slackware is too hard for me". - stolen from Dan C alt.os.linux.slackware
Depression can't be cured. It can be treated, very effectively, and the outcome will last a long time. But once you've had a depressive episode, you are more likely to have another. The longer and more severe the symptoms, the more likely you are to have a recurrance. Whatever it is that triggers depression can be abated, but it weakens the psychological fabric of the person it afflicts, permanently.
I don't know why this is, or the underlying mechanic. There are many studies out that identify variances in neural activity and neurotransmitter levels that are associated with people having a depressive episode; It has a distinct pathology and has definate biological markers, unlike most personality disorders (as a contrast). But there is scant data on what differences persist in the brain post-recovery... only a marked increase in the odds of relapse.
In that respect, it is much like chicken pox. If you've had it, the virus remains in your body, and for 80% of the population, after the acute infection, there are no further symptoms for the rest of their life. But for some, complications arise in the form of shingles. Depression is like that as well, but without the pathogen -- once you've had it, something is changed in you, forever.
#fuckbeta #iamslashdot #dicemustdie
Looks like it to me:
- "In addition, 44% of the Sparx group who carried out at least four of the seven challenges recovered completely."
- "In the conventional treatment group, only 26% recovered fully."
This seems to indicate high effectiveness of the Sparx treatment, yet it actually tells us absolutely nothing. The critically missing data is how many of the Sparx group completed four or more challenges. If it was 1%, them the overall effectiveness of Sparx may be as low as 0.44% and vastly lower than conventional treatment. If it was 100%, then Sparx has a 44% success rate and is vastly better than conventional treatment.
Either someone is intentionally lying here (remember, these people are psychologists and know how to do it) or the reporter is a nil-whit without a clue on how to report statistics.
Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
There have been multiple studies about how excessive gaming can lead to depression, and even a behavioral addiction. While I'm sure that taking this position is going to be massively unpopular among the /. crowd, I've experienced both the depressive and addictive aspect of video games, myself. Of course, I still love gaming, but I've found that if I don't exert some control over how much I play, my depression gets worse, and yes, I do get addicted (complete with a sort of emotional "withdrawal" when I stop playing).
Here's a reference, though better ones are surely out there:
http://www.videogamingaddiction.com.au/how-to-avoid-video-game-addiction-depression/
That being said, it may well be the nature of the games I play: mostly ultra-violent FPS games, and a few RPGs (Skyrim, etc.). While it's surely also unpopular to remind people about the article on /. a while back about such games "turning-off" certain parts of the brain (especially the area that more-or-less monitors whether our actions are considered "acceptable;" I don't remember the name for it), I'll point the phenomenon out, anyway. Notably, other parts of the brain are stimulated in much the opposite way (motor cortex, etc.), and can find benefit therein. (Link contains a good info-graphic.)
http://ansonalex.com/infographics/effect-video-games-brain/
Don't take this as me saying "video games are evil," because I don't believe that. Still, misuse can be a problem and can actually cause episodes of depression, as I've experienced, myself.
These researchers have probably hit on something important, and it would seem that the nature of the game plays a major role in how it affects a person. Congrats to them for being sensible about studying these things (rather than basing their findings on ideology). I should probably point out that this article deals only with comparison to traditional "talk therapy"--which not everyone finds helpful (and whose efficacy is extremely dependent on who's doing it)--and that this probably isn't dealing with severe, chemical depression, so much as socially-induced depression (which is certainly just as valid; it's simply different). Still, that the program was this helpful is quite remarkable.
I know it is futile to ask people to read an article before they comment on it, and I know it is equally futile to ask people who submit articles such as this to post links to original articles instead of second or third sources
I don't believe it's futile.
If you are submitting an article about an article in a scientific journal, please include a link to the original article in the original journal instead of a newspaper article based on a press release announcing the publication of the article.
If I were submitting an article about an article in a scientific journal to slashdot, it wouldn't occur to me to look for (or follow) a link to the original article. Whenever I search for information on a topic online and there is a link in the search results to an article in a scientific journal, that article is almost always behind a paywall. Even more frustrating, it's usually set up as a tease so that it *looks* like it's a link to the full article but turns out to be a page trying to sell me a subscription to their service (or $19.99 for three days of access to just that one article). I avoid these links due to how frustrating that experience is most of the time.
the official press release from the journal is available [bmj.com] and the full article itself [bmj.com] are available online
You seem to be informed about this sort of thing, and given how astonishing and tantalizing the prospect of full-text access is to me, I would appreciate some suggestions. Is there a way I can change my searching behavior so that I don't run into paywalls disguised as the full article? Is there a way I can change my behavior in general so that more full-text articles are available for free online?