While concerns about game addiction have become prevalent over the past several years, games can also have benefits in therapeutic and educational settings.
Long Description:
My primary focus will be on specific gaming examples, both table-top and digital, that can help with outlined issues such as social anxiety, depression, building empathy, and others. I will also discuss gaming as it relates to self-care and general wellness. A conversation on the stigma of mental illness and how gaming can help and hurt will be opened up to the audience for discussion if time permits.
The practice demographic is primarily adults, but the concepts discussed are also very relevant to teenagers. I will provide a copy of the slides, as well as a list of works cited in the presentation that people can look up if they want more information on the topics presented.
Event Type:
TRD - Trade Day Event
Minimum Players:
5
Maximum Players:
45
Age Required:
Teen (13+)
Experience Required:
None (You've never played before - rules will be taught)