GETTING OVER IT | Games + Mental Health (Let's Experience Playthrough)
Channel: Screen Therapy
Date: 03/10/2019

This is the next installment of the Let's Experience series: Let's Experience: GETTING OVER IT with Bennett Foddy.

Playing Bennett Foddy's Getting Over It and referencing Media Psychology + Well-Being Research to help shed light on how video games like this one can be good for us. 

"Let's Experience" Let's Play Series Trailer: https://www.youtube.com/watch?v=9kBRbU8j0Z8

This game helps us practice resilience in the face of failure, think about what we blame for our mistakes, and, when played mindfully, can be a VERY useful tool for developing a Growth Mindset. The stronger our growth mindset when confronting challenges the more we enjoy games/challenges, the better we perform, and the greater the boost to our sense of well-being! 

Even though I had a lot of setbacks in the game and with corrupted recordings/audio this was a great and educational experience! I feel my growth mindset has strengthened and has even benefited some of my work and personal projects! :) 


--------------------------------


Twitter: https://twitter.com/screen_therapy

Facebook: https://www.facebook.com/screentherapy/


Read More at the Website:

screentherapyblog.wordpress.com 


------------------------------

Game:


Getting Over It with Bennett Foddy (2017) by Bennett Foddy 


-----------------------------

Sources in Order of Appearance:


Csikszentmihalyi M., Abuhamdeh S., Nakamura J. (2014) Flow. In: Flow and the Foundations of Positive Psychology. Springer, Dordrecht  

Kolbe, Kathy "Self-efficacy results from exercising control over personal conative strengths", 2009}

Klimmt, C. & Hartmann, Tilo. (2006). Effectance, self-efficacy, and the motivation to play video games. Playing Video Games: Motives, Responses, and Consequences. 133-145. 

Dweck, C. S. (2016). Mindset: the new psychology of success. New York: Ballantine.  

Mark J. P. Wolf & Bernard Perron (eds.): Fear of Failing? The Many Meanings of Difficulty in Video Games. New York: Routledge 2009. pp. 237-252.

Yu-Hao Lee, Carrie Heeter, Brian Magerko, and Ben Medler.Cyberpsychology, Behavior, and Social Networking.Apr 2012.ahead of printhttp://doi.org/10.1089/cyber.2011.0328

Zeng, G., Hou, H., & Peng, K. (2016). Effect of growth mindset on school engagement and psychological well-being of Chinese primary and middle school students: The mediating role of resilience. Frontiers in psychology, 7, 1873.

Rigby, C. S., & Ryan, R. M. (2016). Motivation for entertainment media and its eudaimonic aspects through the lens of self-determination theory. The Routledge handbook of media use and well-being: International perspectives on theory and research on positive media effects, 34-48.

------------------------------

Music in Order:


Intro: aimless - "long distance"

Outro: VINDELIC - "Rainbow chasers"


---------------------------------


FAIR USE COPYRIGHT NOTICE

The Copyright Laws of the United States recognizes a “fair use” of copyrighted content.  Section 107 of the U.S. Copyright Act states:

“Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright.”

This video and our youtube channel in general may contain certain copyrighted works that were not specifically authorized to be used by the copyright holder(s), but which we believe in good faith are protected by federal law and the fair use doctrine for one or more of the reasons noted above.

 Thank you.

____________________

#psychology #games #gaming #gettingoverit #lofi #chillhop #lp #letsplay #rage #anger #mentalhealth #EI #socialmedia #goi