Video games have come a long way since the 90s, when they were routinely derided as at best a waste of time and at worst a cause of violence. They’re increasingly accepted as art or at least as sophisticated entertainment, and now they may be poised to take on a new role: helping players understand and manage mental-health problems.
In a recent study, researchers showed participants a disturbing movie containing scenes of death and injury. The next day, they showed some of the subjects stills from the movie to bring back unpleasant memories, then asked them to play 12 minutes of Tetris. Other participants played “Tetris” or looked at stills, but not both, or did nothing.
[For more of this story, written by Anna North, go to http://takingnote.blogs.nytime...tntemail0=y&_r=0]
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