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Gaming can officially improve mental health: 5 essential relaxing titles to play

bbc.co.uk

31–35 of 35 posts

Re: Gaming can officially improve mental health: 5 essential relaxing titles to play

#31
post #10

I loved Firewatch. Any recommendations for something similar? Haven't tried Spiritfarer, but the others on that list don't seem similar.

The Vanishing of Ethan Carter felt similar to me.

Thanks! I'll check that out.

Re: Gaming can officially improve mental health: 5 essential relaxing titles to play

#32

I loved Firewatch. Any recommendations for something similar? Haven't tried Spiritfarer, but the others on that list don't seem similar.

I can recommend A Short Hike, it's a fun little game with great atmosphere, exploring, some puzzles and a little depth.

Sounds fun! Thanks!

Re: Gaming can officially improve mental health: 5 essential relaxing titles to play

#33
post #12

Gaming and nudge theory[1] in general is an interesting concept that I expect to have increased discussion in the coming years. On one hand, you have instances like this article where gamification is viewed in a positive light; on the other hand, companies like Robinhood or loot boxes are currently being scrutinized for utilizing gamification elements. This isn't a post for or against them, but rather acknowledging t…

To me at least, when nudging in gaming is associated with monetary payments to the company, it is not for my benefit, mental or otherwise. There's a difference between loot boxes and season passes and it's up to us to understand that. A well laid out payment structure when it comes to gaming is the best way to distinguish this.

> To me at least, when nudging in gaming is associated with monetary payments to the company

But in the case of Robinhood for example, they gamify buying/selling a security with confetti. You aren't paying them money per say, but they do sell your payment for order flow to other institutions. This sort of fits into my original post where there are less overt gamification/nudges and which environments is it "acceptable" to do so.

Is sending reminder notifications on Duolingo a gamification/nudge? Is it, or why is it, appropriate in this context? Could Robinhood do the same thing without scrutiny? That's sort of where I see gray areas on gamification and when its okay to use.

Re: Gaming can officially improve mental health: 5 essential relaxing titles to play

#34

I loved Firewatch. Any recommendations for something similar? Haven't tried Spiritfarer, but the others on that list don't seem similar.

Spiritfarer is pretty wonderful. You play a psychopomp, helping spirits in the afterlife to move on. But in the process, you ferry them around in a boat that you slowly expand, with all sorts of crafting mini games. The stories of the spirits you meet are mostly melancholy, but very moving, as they try to make sense of their lives and mistakes. I loved it.

Re: Gaming can officially improve mental health: 5 essential relaxing titles to play

#35
post #11

I loved Firewatch. Any recommendations for something similar? Haven't tried Spiritfarer, but the others on that list don't seem similar.

The genre is called a "walking simulator" (not the best name but the one that stuck). Try: Return of the Obra Dinn, Gone Home, Dear Esther, The Stanley Parable, SOMA (with peaceful mode enabled). I've heard good things about What Remains of Edith Finch, That Dragon Cancer and Everybody's Gone to the Rapture but have not played them.

It’s an older title, but my favorite of that genre is called Proteus. I’d love it if they ported it to the switch.
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