Creative industries in mental health
In the spotlight this month is Wellbeing: Investigating Singing Health in Ensembles using Digital Technologies (WISHED)
Imagine singing in a choir, in the performance venue of your choice, reaping the rewards of this shared experience from the comfort of your own home. This project uses state of the art Virtual Reality (VR) technology to quantify the health and wellbeing benefits of group singing.
Arts and Creative Technologies
Key contact: Clau Nader Jaime
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Researching the therapeutic benefit of exploration in computer games
Key contact: Cristobal Catalan
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Gamification - applications to mental health
Key contact: Joe Cutting
Key contact: Caroline Waddington-Jones
Computer Science
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Games for health and wellbeing; social wellbeing of disabled gamers
Key contact: Paul Cairns
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Games and wellbeing - creativity and therapeutic value
Key contact: Jo Iacovides
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Protecting from online harms in gaming, particularly gambling-related
Key contact: David Zendle
Library, Archives and Learning Services
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Using University of York's art collection to encourage mindful and meditative engagement with art
Key contact: Helena Cox
Education / Sociology
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Digital and online risks to mental health
Key contact: Beth Bell, Jennifer Chubb and Steph Jesper
English and Related Literature
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Women and Material Entanglements in the Eighteenth-Century Atlantic World
Key contact: Chloe Wigston Smith
Health Sciences
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Digital interventions for phobias
Key contact: Michael Saiger
History of Art
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How did art-making within the project titled ''Art in Action for Political Actors'' help political actors deal with traumatic experiences from protests and confrontations with the authorities?
Key contact: Clara Cheung
School of Physics, Engineering and Technology (PET)
Key contact: Helena Daffern
XR Stories: Research and development for the future of immersive and interactive storytelling