This event has ended.
- Brokerage event
- 01004001 - Applications for Health01004014 - Serious Games
- 02007012 - Medical/health software
- -
- Online only
- Mülheim an der Ruhr, Germany
Practical information
- When
- -
- Host organisation
- ZENIT ZENTRUM FUR INNOVATION UND TECHNIK IN NORDRHEIN-WESTFALEN GMBH
- Website
- https://nrweuropa.de/v/webinar-how-gaming-can-help-with-mental-well-being/
Description
Discover how video games are becoming valuable tools in mental health care—supporting treatment for anxiety, depression, and stress while promoting emotional and social well-being. The event fosters cross-border collaboration between the regions of North Rhine-Westphalia (Germany), Silesia (Poland) and Dnipropetrovsk (Ukraine), bringing together experts and stakeholders to explore innovative approaches at the intersection of mental health and digital technology.
In today’s digital age, video games have become a widely popular form of entertainment for people of all ages. However, what many people may need to realize is that video games have the potential to be a powerful tool for improving mental health. Gaming therapy, or game-based therapy, involves using video games to address various mental health concerns, such as anxiety, depression, and stress.
Using video games in mental health treatment is a concept that has been introduced previously. Research has shown that gaming therapy can positively impact cognitive function, emotional regulation, self-esteem, and social connection. With the increasing accessibility and advancement of technology, gaming therapy has become an even more promising avenue for improving mental health.
Agenda
Thursday 5th June 2025
10:00 Welcome & Rules of the Game
10:05 Level One: Science
- Can Gaming Improve Mental Health? New results on Major Depressive Disorder by Prof Dr. Silke Lux & Moritz Bergmann, Uniklinikum Bonn
- The gaming spectrum: gaming motivation, well-being, and escapism among adult autistic and ADHD gamers by Dr. A.Pyszkowska, University of Silesia in Katowice
- Antura and the letters_support wellbeing of refugee children & domestic violence victims interview simulator by Prof. Dr. Emmanuel Guardiola, Cologne Game Lab
- Study of the gaming disorder in young people in the wartime by Prof. Dr. Victoria Ogorenko, Dnipro State Medical University
- AI-Driven Transitions to Active Retirement among Adult Workers with Mental Health Problems by Dr. Ozlem Koseoglu Ornek, Witten/Herdecke University, Germany
Q&A’s
10:55 Short Break
11:00 Level Two: B2B
- Gamification for mental Well-Being by Manuel Wessely, Cynteract
- Blending Online and Offline: Innovative Game Projects in Mental Well-being of Refugees and Children with SEND by Oleksii Sukhorukov, Heal Game Ukraine
- Neurofeedback used in cognitive training by Radosław Tracz - Neuroplay Project
- Game-Based Therapy and Virtual Reality in Functional Therapy and Mental Well-Being by Bogusława Łysakowska - Technomex Ltd.
- Gamification in ABAStroke - Motivating Cognitive Recovery in Clinically Tested Medical Product by Wojciech Ryczko, REVOLVE.healthcare
Q&A’s
12:00 Game Over
In today’s digital age, video games have become a widely popular form of entertainment for people of all ages. However, what many people may need to realize is that video games have the potential to be a powerful tool for improving mental health. Gaming therapy, or game-based therapy, involves using video games to address various mental health concerns, such as anxiety, depression, and stress.
Using video games in mental health treatment is a concept that has been introduced previously. Research has shown that gaming therapy can positively impact cognitive function, emotional regulation, self-esteem, and social connection. With the increasing accessibility and advancement of technology, gaming therapy has become an even more promising avenue for improving mental health.
Agenda
Thursday 5th June 2025
10:00 Welcome & Rules of the Game
10:05 Level One: Science
- Can Gaming Improve Mental Health? New results on Major Depressive Disorder by Prof Dr. Silke Lux & Moritz Bergmann, Uniklinikum Bonn
- The gaming spectrum: gaming motivation, well-being, and escapism among adult autistic and ADHD gamers by Dr. A.Pyszkowska, University of Silesia in Katowice
- Antura and the letters_support wellbeing of refugee children & domestic violence victims interview simulator by Prof. Dr. Emmanuel Guardiola, Cologne Game Lab
- Study of the gaming disorder in young people in the wartime by Prof. Dr. Victoria Ogorenko, Dnipro State Medical University
- AI-Driven Transitions to Active Retirement among Adult Workers with Mental Health Problems by Dr. Ozlem Koseoglu Ornek, Witten/Herdecke University, Germany
Q&A’s
10:55 Short Break
11:00 Level Two: B2B
- Gamification for mental Well-Being by Manuel Wessely, Cynteract
- Blending Online and Offline: Innovative Game Projects in Mental Well-being of Refugees and Children with SEND by Oleksii Sukhorukov, Heal Game Ukraine
- Neurofeedback used in cognitive training by Radosław Tracz - Neuroplay Project
- Game-Based Therapy and Virtual Reality in Functional Therapy and Mental Well-Being by Bogusława Łysakowska - Technomex Ltd.
- Gamification in ABAStroke - Motivating Cognitive Recovery in Clinically Tested Medical Product by Wojciech Ryczko, REVOLVE.healthcare
Q&A’s
12:00 Game Over