‘Hackathon’: video games to raise awareness of mental health among young people

by time news

Among the⁢ main mental health problems of young⁢ people, screen abuse ⁢increases risky sexual behavior, cyberbullying and eating disorders. To raise awareness​ of this⁢ situation, the Instituto Salud sin Bulos has launched an initiative for teenagers⁤ through video games.

​ <img width="1170" height="752" ⁣class="attachment-newpress-featured-large size-newpress-featured-large wp-post-image lazyload" alt="`Hackathon´: Videojuegos para concienciar de la salud mental⁣ juvenil" decoding="async" fetchpriority="high" data-attachment-id="360494" data-permalink="https://efesalud.com/videojuegos-concienciar-salud-mental-juvenil/participantes-hackathon-junior-1-1/"​ data-orig-file="https://efesalud.com/wp-content/uploads/2024/11/Participantes-Hackathon-Junior-1-1-scaled.jpeg" data-orig-size="1920,1446" data-comments-opened="0" data-image-meta="{"aperture":"0","credit":"","camera":"","caption":"","created_timestamp":"0","copyright":"","focal_length":"0","iso":"0","shutter_speed":"0","title":"","orientation":"0"}" data-image-title="Participantes Hackathon ⁤Junior 1 (1)" data-image-description="

video games about⁤ mental health

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Young people⁢ during the ‘Hackatron’ workshop. ‍/Image provided by Salud sin Bulos.

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Young people during the ‘Hackatron’ workshop. /Image provided⁢ by Salud sin Bulos.

41% of‍ Spanish teenagers acknowledge that you have suffered or believe you ⁢have had a‍ mental health problem in the last 12 monthsaccording to the UNICEF Child and Adolescent Opinion Barometer 2023-2024, which motivated Salud sin Bulos ⁢to launch ⁢this day dedicated to video games.

168 ⁤educational centers across Spain participated ‍in this report,⁣ collecting ‍the vision and opinions of 4,740 adolescents aged 13 to 18.

Despite this figure, mental health has been a taboo topic ever since 1 in 3‍ young people do not talk to anyone about these problems Yes more than half did not ‍ask for helpspecifies ​the barometer.

“The misinformation that young people are exposed ‌to ‍on social networks has ​a great impact on their physical and mental health. It has in fact been shown that there is a direct relationship⁢ between the time spent online and the appearance of mental disorders”, explains Carlos Mateos, coordinator of the #SaludsinBulos⁤ Institute and the⁣ Junior Hackathon.

An initiative aimed at young people

The Junior ⁢Health Hackathon is the first programming⁤ marathon of educational mental health video games developed by teenagers.

This brings‍ together ‌students from ESO, baccalaureate and training cycles from‌ different⁤ schools to code video games that raise awareness about mental health through 9 challengeswhich also teach how to⁢ use⁢ reliable sources of ‍information ​to stop the hoaxes and Infoxation.

The Spanish Society of General and Family Doctors (SEMG) ‍and the Health Research Institute‌ of the La Princesa University Hospital collaborate in this initiative of the Instituto Salud‍ sin Bulos, as part of the Madrid Science and Innovation Week ( 4-17 November). .

Anxiety and depression, triggered

Rates of anxiety and depression among ‌young people “have ⁣increased 70% in the last 25 years. For this reason, family doctors work to offer resources to children ​and adolescents against these silent diseases,” indicates Dr. Lorenzo Armenteros, coordinator of the SEMG Vital Safety initiative.

Furthermore, ⁣5%​ of young people are addicted to social networks.

“The indiscriminate use of social networks can generate anxiety, depression⁣ and stress. As well as eating disorders (ED), self-esteem problems, sleep disorders, avoidance behaviors, impoverished face-to-face relationships or addiction and ⁢withdrawal,” explains⁢ Dr. Laura​ Cardona, member of the group of work on eating styles. Determinants of SEMG health.

However, since then the adolescents consulted‌ by UNICEF are unaware of ⁢the risks only 32.3% of ‌boys and girls, You believe that using your cell phone or the Internet too much is damaging your mental health.

Social networks

Almost ⁣the⁢ 100% of teenagers have access to the Internet (98.6% according to ‍the Unicef ​​report) and the majority⁢ have profiles on one ‍or more social networks.

“Educating on the correct ‌use of‍ social ​networks is essential⁣ because hoaxes multiply​ through ⁤them​ and health is one ‍of the areas in which there is the most misinformation,” adds Carlos Mateos.

More than half of ​adolescents perceive how very​ or somewhat dangerous for mental health ⁣platforms like Twitter/X⁢ (56.3 %), TikTok (55.4%) ⁢e Instagram ‍ (52.1%).

On the other hand, a significant share of boys ⁣and girls do not believe that Twitch (47.5%), ‍Snapchat ‌(42.9%),‍ WhatsApp (41.6%) and‍ YouTube ⁢(41%) are dangerous for their health mental.

AS age increasesthe report highlights that adolescents they perceive more risks on the networks

To educate ⁤about mental health, in addition to “Hackathon” video games, the Spanish Association of Pediatrics, with the support of the⁣ Spanish ‍Agency for Data Protection, recommends following the Digital Family Planwhich includes the following guidelines based on medical-scientific evidence:

  • Establish time⁢ limits (from 0 to 2 years its use should be avoided; from 3 to 5 years less than one hour a day and⁣ from 5 years less than two hours of digital leisure per day).
  • Plan daily routines and activities without screens ⁣based on age, times ‍of disconnection: ⁣games, crafts, painting, reading,⁢ etc.
  • Establish screen-free areas such as the bedroom or bathroom. We can choose a place to leave the devices when we are not using them, a “device‍ park”.
  • Full attention without distractions when‌ we study, work or during‌ family time. In those days, devices were silenced⁣ or turned off and out of the room.
  • Encourage the creative use of technologies: create a family photo or video album, search ‌together for information‌ about something that intrigues us, etc.
  • Promote critical thinking in children.
  • Working on ⁤digital empathy: being able to put yourself in the other‌ person’s shoes and understand that, behind the screens, ⁣there are people.

Interview Between the Time.news Editor and Carlos Mateos, ‌Coordinator of Instituto Salud sin Bulos


Time.news Editor: Good morning, Carlos. Thank you for ⁤joining us today. The mental health crisis among young people is alarming, particularly​ when you consider that 41% of‍ Spanish teenagers ‍feel they’ve experienced mental health issues in the ⁣past year. What motivated Instituto Salud sin Bulos to ⁢initiate⁣ the Junior Health Hackathon?

Carlos Mateos: Good morning, ⁤and thank you for⁤ having me. The alarming ‌statistics, like those from UNICEF indicating that nearly ‍half of our youth are grappling⁣ with ​mental health ​issues, were ‌a significant motivator. We needed a creative and ⁣engaging way to⁤ address this crisis. Video games are a medium that resonates deeply with ⁢teenagers today. Our aim was not only to raise‍ awareness but also to empower them with the tools ‍to critically assess information related to mental health.

Editor: That leads us ‍to ⁤the importance of addressing misinformation. You mentioned ‌the direct relationship between ‍time spent online and mental disorders. Can⁤ you ⁢elaborate ‍on how misinformation affects young people’s mental ‌health?

Mateos: ‌ Absolutely. Misinformation,​ especially on social media, can‍ create confusion and exacerbate feelings of anxiety and depression. When teens encounter ​misleading ⁤health⁣ information online, it can lead to harmful behaviors or reinforce ‍negative self-perceptions. Thus, educating them on how⁢ to discern reliable ‌sources is‌ crucial. We want to cultivate a sense ​of⁤ digital media literacy where they can critically evaluate the content ​they consume.

Editor: During‍ the ⁢Hackathon, students had‍ the opportunity to create video games that address‌ mental health awareness. How do you believe this approach impacts participants and the wider community?

Mateos: Engaging⁤ young people in game development allows ​them ⁢to express their views creatively while learning about ⁣mental health in a fun, interactive way. The collaborative nature of the Hackathon⁢ also​ fosters community among participants, which is‌ vital‍ for mental well-being. ‍Moreover, when these games are ‌shared in schools and online, ⁣they‌ serve as tools for‌ spreading awareness beyond the event,⁢ potentially reaching ⁢thousands of⁤ other teens and educating them ​about these essential issues.

Editor: The​ statistics you’ve shared highlight⁤ that a significant number of ‍teens feel isolated with their problems, with one in three not discussing ⁤their mental health⁣ struggles with anyone. How⁣ can initiatives like this help break that stigma?

Mateos: By incorporating mental health awareness​ into popular culture, such as gaming, we ⁢can make the topic less taboo. When teenagers engage⁣ with mental health themes through a medium they relate to, it normalizes discussions about these‍ issues. The Hackathon⁢ promotes dialogue, not just among ⁤peers ⁣but​ also with educators and parents, creating a supportive⁤ environment where teens feel safe to talk about their ‍struggles.

Editor: ⁤ The⁤ spike in anxiety and depression rates among youth has risen ⁣70% in the ‍last 25 years.⁤ What do you see ​as the role ⁤of families and educators in addressing this crisis?

Mateos: Families and educators ⁢play a pivotal role in ⁢creating‍ a supportive ⁤context​ for youth. They should cultivate an ​environment where ⁢openness and honesty about mental​ health issues are encouraged. Communication‌ is key. Schools can initiate programs‌ that‌ teach‍ students about mental well-being ⁣and ⁣equip them with coping⁢ mechanisms.⁤ Meanwhile,⁢ parents should⁢ be educated about the ⁢challenges‌ their children face, especially with‌ digital spaces, so they can approach these topics‌ sensitively and proactively.

Editor: With almost ‌all ⁣teenagers accessing the Internet and many active on⁤ social media, what are some strategies that you recommend for ‍teens to foster a healthier relationship with⁤ these digital ⁢platforms?

Mateos: ⁤ Firstly, it’s essential for ⁢teens to be aware of their online habits. Keeping track of the time spent on various platforms and⁣ setting personal limits ​can be beneficial. Additionally, ‌they should curate their⁤ feeds ⁢to follow ​accounts that promote‍ positive content and mental health awareness, while unfollowing those that do not. Lastly, engaging in offline⁤ activities—like‍ sports⁣ or arts—can provide a necessary balance and improve⁢ overall mental health.

Editor: Thank you, Carlos, for sharing these insights. It’s clear that initiatives like the Junior Health Hackathon are ‍essential⁤ in addressing the growing mental health concerns among ‍young people, alongside education and community support.

Mateos: Thank you for the opportunity to discuss this vital topic. We all have a role to play in supporting the ‌mental well-being of our youth, ​and the more we can engage them in ⁢conversations and creative solutions, the better.

End of Interview

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