Innovative Games for Autism: A New Approach
In a significant advancement for mental health resources, the play2PREVENT (p2P) Lab at Dartmouth's Geisel School of Medicine has secured a substantial $755,000 grant from the nonprofit organization Proof Positive, aimed at supporting the autism community. This collaboration marks a groundbreaking step in utilizing digital interactive formats to foster emotional resilience and social confidence among autistic youth.
Overview of the Initiative
The grant will facilitate a two-year project that focuses on designing and evaluating digital health games tailored for autistic youth. The games are intended to enhance emotional resilience, social confidence, and the development of positive coping strategies through engaging gameplay. Dr. Lynn Fiellin, the lab's founder, emphasized their commitment to combining scientific rigor with positivity, stating, “We’re both grounded in science and focused on empowering young people through positive psychology.”
The p2P Lab has been at the forefront of developing video games aimed at decreasing health risks for adolescents for over 15 years. With this new funding, they plan to expand their focus into innovative realms, integrating psychological principles into fun and interactive formats.
The Role of Positive Psychology
Proof Positive, founded by parents Christina Kirby and Josh Kulkin, emerged from a personal desire to improve outcomes for their autistic son, Dylan. Their experiences fueled their passion to generate tools that combine traditional interventions with positive psychology's principles. Chief Wellbeing Officer Katie Curran noted, “Our mission is to spread the science and skills of happiness.” She asserts that “everyone—autistic individuals included—deserves the skills and support to flourish.”
By intertwining positive psychological practices such as gratitude, stress management, and optimism into game design, the initiative aims to create a playful environment where young individuals can learn essential life skills.
Collaboration with the Community
A vital component of this collaboration involves extensive input from autistic youth, their families, and educators. The development process promises to be inclusive, generating game content that is both culturally relevant and respectful. The result will be interactive, game-based content ranging from brief exercises to immersive narratives designed to engage and teach. The games will incorporate strategies from positive psychology, helping young players practice reflection and emotion regulation in engaging formats.
Long-Term Vision
Both Dr. Fiellin and Curran envision a future where these games will become integral to everyday life, going beyond mere novelty. “In five or ten years, I’d like to see these tools as part of everyday life,” Fiellin expressed, highlighting the potential for the development of resources that communities, families, and schools can rely on for fostering well-being.
The research component of the initiative ensures that the effectiveness of these games will be rigorously evaluated. Curran noted, “We’re not saying these games will improve well-being. We’re studying whether they can.” The collaboration aims to scientifically assess the potential impact of play on mental health outcomes for autistic youth.
Conclusion
This innovative partnership between Dartmouth's play2PREVENT Lab and Proof Positive paves the way for a new era in mental health resources for autistic youth. By fusing technology with psychological principles, the initiative seeks to empower young individuals and support them in their journey toward emotional well-being. For those interested in further details regarding this collaboration or its outcomes, further information can be found on the Geisel School of Medicine's website.
*Discover more about Proof Positive and their mission at
www.ProofPositive.org.