EN
登录

心灵之光视频游戏发布,助力儿童管理压力和焦虑

MindLight Video Game Launches to Empower Children to Manage Stress and Anxiety

CISION 等信源发布 2025-04-30 00:00

可切换为仅中文


Using Biometric Feedback, MindLight Turns Emotions into Real-Time Game Inputs to Improve Mental Health; Scientifically-Proven to Decrease Anxiety by at Least Half

利用生物反馈,MindLight将情绪转化为实时游戏输入以改善心理健康;科学证明可将焦虑减少至少一半。

SAN FRANCISCO

旧金山

,

April 29, 2025

2025年4月29日

/PRNewswire/ --

/PRNewswire/ --

PlayNice LLC

玩得开心有限责任公司

, the developer of proven, fun, and engaging games that prevent and treat mental health, today announces the launch of its flagship game

,开发了经过验证的、有趣且引人入胜的游戏,旨在预防和治疗心理健康问题的开发者,今天宣布推出其旗舰游戏

MindLight

心灵之光

. An action-adventure video game, MindLight helps children improve their ability to cope with stress and anxiety. MindLight's fun and engaging gameplay uses biofeedback to turn emotions into real-time game inputs that supercharge positive impacts on players' mental health.

《MindLight》是一款动作冒险类电子游戏,它帮助儿童提升应对压力和焦虑的能力。《MindLight》有趣且引人入胜的游戏玩法利用生物反馈技术,将情绪转化为实时的游戏输入,从而极大地对玩家的心理健康产生积极影响。

Continue Reading

继续阅读

MindLight

心灵之光

MindLight

心灵之光

'Rates of anxiety and depression have skyrocketed in recent years, especially among school-age children. Teaching them how to manage it is imperative for everyday existence,' said

“近年来,焦虑和抑郁的发病率急剧上升,尤其是在学龄儿童中。教导他们如何管理这些问题对于日常生活至关重要,”

Evan Hirsch

埃文·赫希

, co-founder and CEO of PlayNice. 'Despite kids' growing need for evidence-based programs and therapies for coping with and managing stress and anxiety, access continues to get harder and more expensive for families. We built MindLight specifically to address that need and to empower children through the power of play.

PlayNice的联合创始人兼首席执行官表示:“尽管儿童对基于证据的应对和管理压力与焦虑的项目及治疗的需求不断增长,但家庭获得这些资源却变得越来越困难且昂贵。我们专门开发了MindLight来满足这一需求,并通过游戏的力量赋予孩子们能力。”

Games are a fun, engaging, and timeless way to help kids learn that they have the power to change how they see the world and to work through the challenges they face as they grow.'.

游戏是一种有趣、吸引人且永恒的方式,可以帮助孩子们认识到他们有能力改变看待世界的方式,并在成长过程中克服所面临的挑战。

The premise of MindLight is simple yet engaging: use your own mind to change the environment. The calmer a child is, the brighter the haunted house becomes; the more anxious, the darker the world will appear. Learning to do this in a game environment translates to practical application in everyday life..

《心灵之光》的前提简单而引人入胜:用自己的思维改变环境。孩子越冷静,鬼屋就越明亮;越焦虑,世界就会显得越黑暗。在游戏环境中学会这一点可以转化为在日常生活中的实际应用。

Children choose their character to navigate through their grandmother's dark, haunted mansion. Along the way, they encounter stressful scenarios - like darkness and shadowy creatures - that they must beat to save their grandmother and bring light back to her house. Captured through a biofeedback device in real-time, brain wave or heart rate data measures how a child manages their anxiety throughout the game; the better they do, the brighter their avatar's 'mindlight' shines, allowing them to expose and defeat scary creatures to progress through the game.

孩子们选择自己的角色,穿梭于奶奶黑暗、闹鬼的大宅中。途中,他们会遇到令人紧张的情景——如黑暗和阴影生物——必须战胜这些障碍才能拯救奶奶,并将光明带回她的家。通过生物反馈设备实时捕捉,脑电波或心率数据会衡量孩子在游戏过程中如何管理自己的焦虑;他们表现得越好,其化身的“心灵之光”就会越明亮,帮助他们揭露并击败恐怖的生物,从而推进游戏进程。

MindLight responds to each player's unique patterns of thinking and feeling, giving them personal, moment-to-moment feedback on how they can strengthen their mind when they feel stress and anxiety..

MindLight会响应每位玩家独特的思维和情感模式,为他们在感到压力和焦虑时提供个性化的、实时的反馈,帮助他们增强心理力量。

Through research in multiple registered research trials (randomized control trials) with over a thousand children, Dr.

通过在多个注册研究试验(随机对照试验)中对一千多名儿童进行研究,博士。

Isabela Granic

伊莎贝拉·格兰尼克

, co-founder and chief scientist at PlayNice, has repeatedly proven that those who play MindLight decrease their anxiety by at least half. Playing MindLight for only 5.5 hours of play (over several weeks) is as effective as 8-12 weeks of cognitive behavioral therapy (CBT). With MindLight being as effective as the gold standard treatment for anxiety, CBT, the game democratizes therapy, offering families a scientifically proven, always available alternative, at a fraction of the cost..

PlayNice的联合创始人兼首席科学家多次证明,玩MindLight的人可以将其焦虑减少至少一半。仅需5.5小时的游戏时间(分散在几周内),MindLight的效果就与8到12周的认知行为疗法(CBT)相当。由于MindLight的效果与焦虑治疗的黄金标准CBT一样有效,这款游戏实现了治疗的普及化,为家庭提供了一种科学验证、随时可用且成本极低的替代方案。

'MindLight is screen time parents can actually feel good about,' said Dr. Granic. 'MindLight was designed with the sole purpose of helping children better manage their stress and anxiety while they're having fun playing a game.'

“MindLight 是家长可以真正感到满意的屏幕时间,”格兰尼博士说道。“MindLight 的设计初衷是帮助孩子们在享受游戏乐趣的同时更好地管理压力和焦虑。”

Dr. Granic, currently a developmental psychology professor at

格兰尼奇博士,目前是发展心理学教授

McMaster University

麦克马斯特大学

in

Toronto

多伦多

, assembled a multidisciplinary team to create MindLight in 2013. For over a decade, Dr. Granic's lab has studied the effect of gaming on the mental health of young people and has facilitated the design and production of powerful, engaging video games with long-term impact. The core science tested and proven in the lab became the foundation of PlayNice, LLC, purpose-built to optimize production and distribute the life-changing technology.

,组建了一支多学科团队,于2013年创建了MindLight。十多年来,Granic博士的实验室一直研究游戏对年轻人心理健康的影响,并推动了具有长期影响力的强大且引人入胜的电子游戏的设计与制作。实验室中经过测试和验证的核心科学成为了PlayNice有限责任公司的基础,该公司旨在优化生产并推广这项改变生活的技术。

With the strong belief that commercial success and positive impact are not mutually exclusive, PlayNice has developed MindLight with gaming, entertainment, and technology veterans, from companies including Electronic Arts, Nexon, Sony Imageworks and Xbox..

怀着商业成功与积极影响并非相互排斥的坚定信念,PlayNice 与来自包括艺电、Nexon、索尼图形图像和Xbox等公司的游戏、娱乐和技术资深人士共同开发了MindLight。

'PlayNice is truly gaming for good,' said Hirsch. 'We reject the notion that for games to do good, they shouldn't compete with the commercial ones for playtime or attention. Not only will players be receiving scientifically-proven mental wellness benefits, but they will also experience a high-quality and fun game in line with other games on the market.'.

“PlayNice确实是为了做好事而游戏,”赫希说。“我们反对这样的观点:游戏要想做好事,就不应该与商业游戏争夺游戏时间或注意力。玩家不仅会获得经过科学验证的心理健康益处,而且还将体验到与市场上其他游戏一样高质量且有趣的游戏。”

To play MindLight today, families will need two things. First is a biofeedback

要玩《心灵之光》游戏,家庭需要两样东西。首先是生物反馈

Neurosky MindWave 2 EEG headset

Neurosky MindWave 2 EEG头戴设备

(support for more devices coming soon). Second is a subscription to the MindLight game, which can be downloaded from the

(对更多设备的支持即将推出)。第二是订阅MindLight游戏,该游戏可从

Amazon

亚马逊

,

Android

安卓

, and

,以及

Apple

苹果

app stores or on

应用商店或在

PlayNice's website

PlayNice的网站

. Supported game devices include PCs (Windows v10 v2004 or later), Android Tablets, and iPads.

支持的游戏设备包括 PC(Windows v10 v2004 或更高版本)、安卓平板和 iPad。

Single child:

独生子:

$6.99

6.99美元

/month,

/月,

$59.99

59.99美元

/year

/年

Family (up to 5):

家庭(最多5人):

$9.99

9.99美元

/month,

/月,

$99.99

99.99美元

/year

/年

A full year of MindLight play, including the one-time purchase of a feedback device, costs about

一整年的MindLight游戏时间,包括一次性购买的反馈设备,费用大约为

$200

200美元

, the same as a single session of cognitive behavioral therapy.

,与单次认知行为疗法相同。

PlayNice is offering a free six-month subscription to MindLight for licensed pediatric therapists and school counselors. For more details, please e-mail:

PlayNice 正在为持有执照的儿科治疗师和学校辅导员提供为期六个月的 MindLight 免费订阅。欲了解更多信息,请发送电子邮件至:

therapists@playmindlight.com

治疗师@玩心光.com

.

About PlayNice

关于 PlayNice

PlayNice LLC is an organization dedicated to designing, developing, and distributing scientifically proven, fun, and engaging games that prevent and treat anxiety and depressive symptoms. Co-founded by Dr.

PlayNice有限责任公司是一家致力于设计、开发和分发经过科学验证的、有趣且引人入胜的游戏的组织,这些游戏旨在预防和治疗焦虑及抑郁症状。该公司由博士共同创立。

Isabela Granic

伊莎贝拉·格兰尼克

, PlayNice is built on over a decade of research studying gaming's effect on the mental health of young people. Its flagship game MindLight incorporates Dr Granic's research and designs from gaming, entertainment, and technology veterans, from companies including Electronic Arts, Nexon, Sony Imageworks, and Xbox to create an accessible, low-cost, and fun way for children to improve their mental health..

,PlayNice基于十多年的研究,探讨游戏对年轻人心理健康的影响。其旗舰游戏MindLight结合了Granic博士的研究成果以及来自游戏、娱乐和技术领域资深人士的设计,这些人士曾就职于艺电(Electronic Arts)、Nexon、索尼图形图像公司(Sony Imageworks)和Xbox等公司,旨在为儿童提供一种便捷、低成本且有趣的方式来改善他们的心理健康。

SOURCE PlayNice

来源 PlayNice

WANT YOUR COMPANY'S NEWS

想要你公司的新闻吗?

FEATURED ON PRNEWSWIRE.COM?

荣登PRNEWSWIRE.COM?

440k+

44万+

Newsrooms &

新闻编辑室 &

Influencers

影响者

9k+

9k+

Digital Media

数字媒体

Outlets

插座

270k+

27万+

Journalists

记者

Opted In

已选择加入

GET STARTED

开始使用