Clark University Students Develop Video Games to Help Reduce Social Isolation
“Games for Good”: Becker School Students Create Games to Build Social Connection
“In general, what we try to do is we try to apply game design, game design technology to help make the world a better place.” — Paul Cotnoir
By-Radio Worcester
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Worcester, MA-Paul Cotnoir, Dean of the Becker School for Design and Technology at Clark University, tells Radio Worcester about a program where students created video games to reduce social isolation for people with schizophrenia and psychosis. He explained the school’s philosophy of using game design for positive social impact, “In general, what we try to do is we try to apply game design, game design technology to help make the world a better place, to put it very simply.”
He detailed the partnership with the Schizophrenia and Psychosis Action Alliance (S&PAA). Cotnoir described how the games were designed to be entertaining while embedding therapeutic elements like collaboration and communication. Core gameplay mechanics were built around fostering communication, cooperation, problem-solving, and community building to help players regain social skills in a safe environment. “…if you can do something with other people that’s in a safe environment that’s in a way that you’re comfortable with to help you reintegrate… that’s a big step in the recovery process and it’s one of those steps that people have the hardest time with.”
The development process involved students working in teams in a “game studio” environment, turning ideas from partners like the S&PAA into prototypes. “We’re always interested in these broader conversations around how digital tools can be used for not only recovery and social connection, but also in any type of serious application.”
He also covered the student-led development process and the successful integration of the Becker program into Clark University. Future initiatives include a campus-wide mental health hackathon and another “Games for Good” symposium to continue exploring the use of digital tools for recovery and social connection.
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