Post 2: Building Expertise

After a week of reading various media articles, it was refreshing to delve into peer reviewed articles. The secondary sources that we went through gave a very broad perspective on Mental Health, it didn’t seem to satisfy any thirst for knowledge. These peer-reviewed sources have a higher standard of writing – with a scholarly tone and a richness of information that presents a high caliber of credibility to the ones read for the first post.

Mental Health is a very broad topic, as mentioned in my first post, I enjoy discovering and learning the positive aspect of it. This is not to disregard the seriousness of Mental Health as an issue, but in my choice to write about it will, in itself, break the stigma of Mental Health continuously portrayed as a bad entity. Hence, I am looking into how in our contemporary setting, technology advancements have been trialed to manage Mental Health.


Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges
Dr. Martin Desseilles for frontiers in Psychiatry

Dr. Martin Desseilles is a medical psychiatrist, psychotherapist, and professor at the University of Namur in Belgium. He spends most of his time at a clinic and doing research in psychiatric neuroscience. He also regularly conducts lectures and teaches in Belgium and overseas. Not only that, he has written and co-written numerous published articles in many medical journals. He has also edited three books and many other book chapters. He is a recipient of multiple national and international awards for his research in Mental Health and in psychiatric neuroscience. He is most particularly interested in “E-Health” and collaborates in research projects which utilises mobile applications for tracking health and well-being.

I am profoundly interested in his article and in his work. As most of the information I found from him required me to use my french literary skills to translate as he is a French speaking Belge. His article was translated into English. With his background in the field, it is reliable to read his piece with the understanding that it is well researched.

Desseilles’ article is well constructed with segmented themes including the introduction, paradoxes, evidence, challenges, and a conclusion. In each segment he breaks down the topic with sensitivity regardless of his academic break down of ideas being constantly considerate about the required attention on Mental Health. Though he presents both sides of technological use, his research also declares that it was conducted in the absence of any commerical or financial relationships so that it did not construe any conflict of interest. His overall tone is favourable to using games as a means for mental development in all age groups.



An evaluation of ‘Reach Out Central’: an online gaming program for supporting the mental health of young people
Kerrie Shandley, David Austin, Britt Klein and Michael Kyrios for Health Education Research

Kerrie Shandley, and David Austin are both staff at Deakin University in the faculty of Health part of the School of Psychology. Britt Klein is a professor and personal chair in Psychology and eHealth. Michael Kyrios is the director of the Research School of Psychology at the Australian National University College of Medicine, Biology, and Environment. They have written this piece collectively, with their extensive background on the topic. They all share research interests in the use of technology (eHealth, mHealth, uHealth, vHealth) to predict and maximise mental and physical health and wellbeing outcomes.

Their research and analysis of results were funded by the Inspire Foundation to conduct the independent evaluation, which was funded by beyondblue: the national depression initative. Despite the funding they have declared there was no conflict of interest.

They have introduced the necessity for this study due to the severity of psychological disorders that manifest in this age group. There was an involvement of 595 registered participants whose age, geographical location and various defining data was recorded. This article is mostly data results in the forms of tables. There is a discussion segment of the article which evaluates the results and draws up ideas from the outcome. Their conclusion from their research is that games like ROC that are designed to appeal to a younger audience have the potential to enhance protective factors that decrease the likelihood of clinical psychological problems developing. This is a positive outcome to their research and is a huge promise to this entire field.

I’m excited by this idea as this is good news. Anything favourable to helping those affected is nothing but something exciting to hear.


Austin, D. Klein, B. Kyrios, M. & Shandley, K. 2010, ‘An evaluation of ‘Reach Out Central’: an online gaming program for supporting the mental health of young people’, Health Education Research, vol. 25, no. 4, pp. 563-574.

Desseilles, M. 2016, ‘Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges’, Frontiers in Psychiatry, vol. 7, no. 122, viewed 11 August 2016 <;

Author: Danyen Rosa Nguyen

Visual Communication Student at University of Technology, Sydney

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