Presentation by
Mary Kenny
Organisation
FAO REU
  • Best practices addressing nutrition issues
Presentation by
Audrey Pulvar
Organisation
Ville de Paris
  • AgriPAris Seine in Paris
Presentation by
Diana Szakál
Organisation
ESSRG
  • Transforming food systems and food environments towards
Presentation by
Cristina Lisetchi
Organisation
DG SANTE, European Commission
  • Reducing food loss and waste-EU action plan
Presentation by
Daniela Chaves
Organisation
CSCP
  • Food loss and waste

Wind Power Package

Document Type
AS
Presentation by
Atilla Kunszabo_Gyula Kasza
Organisation
National Food Chain Safety Office
  • Food waste reduction in HU

In a joint response to the European Commission's postponement of the Water Resilience Initiative, representatives of the European Economic and Social Committee (EESC), the MEP Water Group of the European Parliament (EP) and the European Committee of the Regions (CoR) have sent an open letter to Executive Vice-President Maroš Šefčovič, asking the Commission to adopt a comprehensive approach to water and reiterating their call for an EU Blue Deal.

Feeling that there was still room for innovation and new approaches to mental health, the Finnish Lilinkoti Foundation developed The World of Recovery (TWoR) games – one played online and the other around a table. Both are role-playing games that require players to step into the shoes of a given character. Set in a futuristic world of hope, they promote the player’s journey to recovery, targeting those recovering from mental health and substance abuse problems, but also professionals. Lilinkotis representatives Reetta Sedergren and Venla Leimu told us that games have a huge potential to improve mental health, however, this potential remains largely untapped. 

Feeling there was still room for innovation and new approaches to mental health, the Finnish Lilinkoti Foundation developed The World of Recovery (TWoR) games – one played online and the other around a table. Both are role-playing games that require players to step into the shoes of a given character. Set in a futuristic world of hope, they promote the player’s journey to recovery, targeting those recovering from mental health and substance abuse problems, but also professionals. Lilinkotis representatives Reetta Sedergren and Venla Leimu told us that games have a huge potential to improve mental health, however, this potential remains largely untapped. 

What prompted you to start your project? 

Some years ago, we at Lilinkoti foundation felt there was plenty of space for innovation and new approaches in the field of mental health recovery. Spread of recovery orientation was a huge step forward for the field, but modern, innovative tools to implement it were somewhat lacking. Our organisation had worked with people recovering from mental health problems for decades, and we had a dream: what if there was a modern tool to boost mental health – a digital game you play as a character? 

How was your project received? Did you have any feedback from the people you helped?   

The World of Recovery games were co-developed with people recovering from mental health problems and with professionals, so the feedback was constant throughout the game design process, guiding it towards the end result. 

We received overwhelmingly positive anonymous and personal feedback from the players of both games. For example, more than 90% of responders said that the mobile game boosted their well-being and helped them to get active, while the role-playing game helped them with their social skills.  

Perhaps the best feedback was the laughter and the conversations about feelings, challenges and strengths, and the way that these games brought the players together, regardless of their roles and background. 

What advice would you give to other organisations in terms of achieving results with such activities and programmes

There are many benefits to being on the frontlines of innovation. It is truly inspiring and you are doing something new. Embrace it, don’t try to fit into any box. Follow your instinct, be curious to listen to everybody’s opinions. More than anything, involve people who are recovering and experts by experience in the design process. If you are making games, be prepared to tackle lots of prejudices from professionals. It is common in the field of mental health that games in general are considered addictive or harmful. Don’t be discouraged! Be bold, be creative and dare to dream. 

What is the potential of computer and video games for improving mental health? In your opinion, should they be used more in the treatment of mental health issues? 

The potential of computer and video games – and specifically role-playing games – for improving mental health is huge. As an alarming number of people suffer from mental health issues, we need new, versatile ways to improve mental health. It is a shame that the potential of games has not been explored further. This is not for lack of interest but for lack of sufficient funding. There is no fast and easy way to develop good games to improve mental health. We need more funding, more co-developed projects and more mental health and game industry professionals working towards this goal. And we need research, lots of research.