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young people often find it difficult to open up to therapists with mental health problems over. A new video game researchers from the UK and Ireland have developed could help.

Behavioral treatments are based on a well-functioning communication relationship between patient and therapist. But exactly which is not always easy to make especially in adolescents and children. Young people with mental health problems often respond to therapists initially irritated or not. It is thus important to resolve such blockades.

David Coyle of the University of Bristol has therefore now designed with colleague Gavin Doherty from Trinity College, Dublin, a computer game that enables communication between therapists and patients aged to simplify 10 and 15 years.

The Game titled “gnats Iceland” revolves around a tropical island where the players encounter a group of wildlife researchers. These characters each present different concepts from cognitive behavioral therapy (CBT). “For example, the so-called negative automatic thoughts, a basic concept in the context of CBT, presented as small creatures, the gnats. These stand the characters, something very practical negative thought triggers,” explained Coyle and Doherty.

Various discussions with the virtual wildlife researchers show the players how they can identify and tackle problematic thoughts. Different metaphors such as the capture, confinement or “wiping” the gnats are used.

A central aspect of the game is the fact that the therapist and adolescent sit together on the computer. Instead, however, to talk face to face, the therapist acts as a partner of the young people during this explores the island.

This is an approach that is very different from traditional relationships between therapist and patient. But according to Coyle and Doherty, the idea has been well received. More than 750 therapists in Ireland, the UK and the U.S. had to be trained already on Gnats game. “Therapists who use GNATS Iceland with young people, it felt they were very positive, as the game’s dynamics between patient and therapist had a positive effect.”

For example, place the game-based conversations without the normally usual eye contact, for young people with mental health problems can often be difficult. Basically, the connection is improving as between patient and therapist and the therapeutic relationship strength. Coyle and Doherty is currently working on other software projects to improve the interaction between patient and therapist

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