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#emotionalprocessing — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #emotionalprocessing, aggregated by home.social.

  1. Do you ever sit with an emotion so enormous it feels like it could swallow you whole? I’ve learned to let it spill onto the page—lines, colors, textures. Somehow, making it visible makes it less heavy. If this resonates, you can find more of this over at the site if you're curious. 🌿

    #EmotionalProcessing #CreativeExpression

  2. DATE: May 17, 2026 at 06:00AM
    SOURCE: PSYPOST.ORG

    ** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
    -------------------------------------------------

    TITLE: Feeling empty after finishing a video game? Researchers say post-game depression is a real phenomenon

    URL: psypost.org/feeling-empty-afte

    A recent study published in Current Psychology has found that many video game players experience a specific sense of emptiness and sadness after finishing highly engaging games. The research introduces a new psychological scale to measure this phenomenon, showing that post-game depression is linked to general depressive symptoms and difficulties in processing emotions. These findings offer new insights into how deeply immersive media can impact a person’s emotional well-being.

    Video games are the third most popular leisure activity in the world. Modern video games are not solely designed to provide simple entertainment or pleasure. Many of these titles feature complex narratives that evoke deep emotions, existential reflection, and a profound sense of achievement.

    As players invest hours into these immersive worlds, they often form strong attachments to the characters and the storylines. When the experience abruptly ends, gamers often report a lingering sense of loss or emptiness.

    Psychologist Kamil Janowicz at the Center for Research on Personality Development at SWPS University in Poznań and Piotr Klimczyk, a UX researcher and narrative designer with Orion Belt Games, conducted the study to develop the first quantitative tool to measure post-game depression. They wanted to understand the prevalence of this state and identify which types of games evoke it. They also aimed to see if this experience is associated with broader mental health challenges.

    “The idea came from experiences shared by video game players on social media, Discord, and Reddit,” Janowicz said. “Many of them described a feeling of emptiness and a range of various emotions after finishing an engaging video game. First, my colleague, Dr. Piotr Klimczyk, explored it in his qualitative study. Then, based on his findings, we developed a quantitative measure of post-game depression and conducted our research.”

    To explore these questions, the researchers conducted two separate studies. The first study aimed to create and test the initial version of the Post-Game Depression Scale. The authors recruited participants through social media announcements, gaming forums like Reddit, and chat platforms like Discord.

    The initial sample included adults who actively played video games and had recently finished a game they considered personally important. After filtering out incomplete responses and those who failed attention checks, the final sample consisted of 210 participants. The average age of this group was roughly 28 years old, and most participants reported playing games every day or almost every day.

    In this first phase, participants answered a draft version of the new 20-item questionnaire. They also completed several established psychological surveys to measure their baseline mental health, including a nine-item survey to assess symptoms of clinical depression.

    Additionally, the scientists used a survey to measure rumination and reflection. Rumination is a psychological term for the habit of repetitively thinking about negative experiences or emotions, while reflection refers to a healthier, more positive contemplation of one’s life. Participants also indicated the specific genre of the game they had recently finished.

    Based on the responses, the researchers narrowed their new scale down to 17 questions grouped into four distinct categories. The first category, game-related ruminations, measures how often players experience intrusive thoughts about the game. The second category captures the challenging end of the experience, representing the feeling of sadness or emptiness because the story is over.

    The third category measures the necessity of repeating the game, which is the immediate urge to replay the title. The final category is media anhedonia. Anhedonia is a psychological term for the inability to feel pleasure, and here it describes an inability to enjoy other games or media following the recent gaming experience.

    “We found empirical confirmation of a range of experiences after finishing the video game, as reported by video game players in recent years,” Janowicz explained. “Thus, post-game depression is real and could be measured in a reliable way with our questionnaire. We found that players spending more time on RPGs are more prone to experience more intense symptoms of post-game depression. As well as those who have a stronger tendency to ruminate and more problems with processing their emotions.”

    Role-playing games, or RPGs, often require players to make heavy narrative choices and build deep relationships with virtual characters. While RPGs stood out in the data, Klimczyk expects other genres to show similar effects in future research.

    “The fact that the RPGs can be one of the main genres did not surprise me, however, I would put them in the same row as narrative and/or adventure games in the style of old point-and-click games, but that’s just my personal bias,” Klimczyk said. “I hope that in the future, another team or we will be able to conduct such research on a much bigger pool of participants. I believe that these genres will be up there with the RPGs. It is a guess, although an educated one, to quote Mrs. Dana Scully.”

    The scientists conducted a second study to confirm the structure of their new scale and further test its relationship to emotional regulation. They recruited a fresh sample of 163 adult gamers using similar online channels. The average age in this second group was nearly 30 years old.

    Like the first group, these participants completed the finalized 17-item scale, along with surveys to measure their general depressive symptoms and their tendencies toward rumination. In addition, the second study included an emotional processing scale to see how participants handled difficult feelings in their daily lives.

    The authors specifically looked at emotional retention, which is the tendency to hold onto unpleasant emotions and feel overwhelmed by them. They also measured emotional avoidance, which describes how often a person tries to escape or suppress negative feelings.

    The second study confirmed that the 17-item scale is a consistent and valid way to measure this phenomenon. Game-related ruminations were the most commonly reported experience, while media anhedonia was the least intense symptom. The second study also confirmed that fans of role-playing games were the most susceptible to these lingering feelings of loss.

    “I would add here that our research shows how video games can be a source of very complex and emotional experiences,” Klimczyk noted. “We see our research fitting the overarching theme of eudaimonic experiences in video games, area of study that, we believe, will gain bigger traction in the future. Our study is but a small stepping stone towards that.” A eudaimonic experience refers to media that provides a sense of meaning, personal insight, or emotional growth, as opposed to simple enjoyment.

    While the research offers a detailed look at this modern phenomenon, the authors warn against overstating the clinical severity of the condition. “In some cases, people implied that by ‘post-game depression’ we mean a clinical case of depressive episode,” Klimczyk explained. “This is not the case, although, as Dr. Janowicz wrote, the link with lower mental health exists.”

    “The term was coined by the gamers. Googling ‘post-game depression’ before our research gained traction, one would find a vast amount of Reddit posts about that specific feeling that they described by using such a term. We decided to keep it that way.”

    Because the research relied on cross-sectional surveys, the scientists only captured a single snapshot in time. A cross-sectional design means that the researchers surveyed the participants all at once, which makes it impossible to prove cause and effect.

    “Our study was cross-sectional, so it is not possible to determine causal relationships between observed variables,” Janowicz said. “For example, it is possible that players with lower mental health are more prone to experience post-game depression after finishing the game, but it is also possible that post-game depression may lead to a decline in their mental health.”

    The researchers plan to conduct longitudinal studies, which track the same individuals over a long period, to solve this puzzle. “Longitudinal research will be a huge step toward overcoming the limitations of our research,” Janowicz said. “It would allow us to determine causal relationships, and assess what are antecedents and consequences of post-game depression. Moreover, comparing players from various countries will be very interesting.”

    Despite these limitations, the newly developed scale has already made a significant impact. “We got a lot of interest and attention on our findings around the world,” Janowicz said, noting the positive reaction from the gaming community. “Many people contacted us to discuss our findings. That’s very nice to see this work inspire many people and be interesting to video game players, who found it valid and described their real feelings.”

    The authors hope other scientists will build upon their foundational work to better understand how interactive media affects human psychology. “If anyone would like to use our scale or adapt it for their language, we warmly welcome scholars to contact us,” Janowicz added. “We will be happy to help and to develop research on post-game depression worldwide.”

    The study, “Post-game depression scale a new measure to capture players’ experiences after finishing video games,” was authored by Kamil Janowicz and Piotr Klimczyk.

    URL: psypost.org/feeling-empty-afte

    -------------------------------------------------

    DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.

    Private, vetted email list for mental health professionals: clinicians-exchange.org

    Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot

    NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot

    Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: nationalpsychologist.com

    EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: subscribe-article-digests.clin

    READ ONLINE: read-the-rss-mega-archive.clin

    It's primitive... but it works... mostly...

    -------------------------------------------------

    #psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #PostGameDepression #GamerWellbeing #VideoGameResearch #GamingMentalHealth #RPGImpact #GameNarratives #EmotionalProcessing #GamingRumination #MediaAnhedonia #PostGameEmotions

  3. DATE: May 17, 2026 at 06:00AM
    SOURCE: PSYPOST.ORG

    ** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
    -------------------------------------------------

    TITLE: Feeling empty after finishing a video game? Researchers say post-game depression is a real phenomenon

    URL: psypost.org/feeling-empty-afte

    A recent study published in Current Psychology has found that many video game players experience a specific sense of emptiness and sadness after finishing highly engaging games. The research introduces a new psychological scale to measure this phenomenon, showing that post-game depression is linked to general depressive symptoms and difficulties in processing emotions. These findings offer new insights into how deeply immersive media can impact a person’s emotional well-being.

    Video games are the third most popular leisure activity in the world. Modern video games are not solely designed to provide simple entertainment or pleasure. Many of these titles feature complex narratives that evoke deep emotions, existential reflection, and a profound sense of achievement.

    As players invest hours into these immersive worlds, they often form strong attachments to the characters and the storylines. When the experience abruptly ends, gamers often report a lingering sense of loss or emptiness.

    Psychologist Kamil Janowicz at the Center for Research on Personality Development at SWPS University in Poznań and Piotr Klimczyk, a UX researcher and narrative designer with Orion Belt Games, conducted the study to develop the first quantitative tool to measure post-game depression. They wanted to understand the prevalence of this state and identify which types of games evoke it. They also aimed to see if this experience is associated with broader mental health challenges.

    “The idea came from experiences shared by video game players on social media, Discord, and Reddit,” Janowicz said. “Many of them described a feeling of emptiness and a range of various emotions after finishing an engaging video game. First, my colleague, Dr. Piotr Klimczyk, explored it in his qualitative study. Then, based on his findings, we developed a quantitative measure of post-game depression and conducted our research.”

    To explore these questions, the researchers conducted two separate studies. The first study aimed to create and test the initial version of the Post-Game Depression Scale. The authors recruited participants through social media announcements, gaming forums like Reddit, and chat platforms like Discord.

    The initial sample included adults who actively played video games and had recently finished a game they considered personally important. After filtering out incomplete responses and those who failed attention checks, the final sample consisted of 210 participants. The average age of this group was roughly 28 years old, and most participants reported playing games every day or almost every day.

    In this first phase, participants answered a draft version of the new 20-item questionnaire. They also completed several established psychological surveys to measure their baseline mental health, including a nine-item survey to assess symptoms of clinical depression.

    Additionally, the scientists used a survey to measure rumination and reflection. Rumination is a psychological term for the habit of repetitively thinking about negative experiences or emotions, while reflection refers to a healthier, more positive contemplation of one’s life. Participants also indicated the specific genre of the game they had recently finished.

    Based on the responses, the researchers narrowed their new scale down to 17 questions grouped into four distinct categories. The first category, game-related ruminations, measures how often players experience intrusive thoughts about the game. The second category captures the challenging end of the experience, representing the feeling of sadness or emptiness because the story is over.

    The third category measures the necessity of repeating the game, which is the immediate urge to replay the title. The final category is media anhedonia. Anhedonia is a psychological term for the inability to feel pleasure, and here it describes an inability to enjoy other games or media following the recent gaming experience.

    “We found empirical confirmation of a range of experiences after finishing the video game, as reported by video game players in recent years,” Janowicz explained. “Thus, post-game depression is real and could be measured in a reliable way with our questionnaire. We found that players spending more time on RPGs are more prone to experience more intense symptoms of post-game depression. As well as those who have a stronger tendency to ruminate and more problems with processing their emotions.”

    Role-playing games, or RPGs, often require players to make heavy narrative choices and build deep relationships with virtual characters. While RPGs stood out in the data, Klimczyk expects other genres to show similar effects in future research.

    “The fact that the RPGs can be one of the main genres did not surprise me, however, I would put them in the same row as narrative and/or adventure games in the style of old point-and-click games, but that’s just my personal bias,” Klimczyk said. “I hope that in the future, another team or we will be able to conduct such research on a much bigger pool of participants. I believe that these genres will be up there with the RPGs. It is a guess, although an educated one, to quote Mrs. Dana Scully.”

    The scientists conducted a second study to confirm the structure of their new scale and further test its relationship to emotional regulation. They recruited a fresh sample of 163 adult gamers using similar online channels. The average age in this second group was nearly 30 years old.

    Like the first group, these participants completed the finalized 17-item scale, along with surveys to measure their general depressive symptoms and their tendencies toward rumination. In addition, the second study included an emotional processing scale to see how participants handled difficult feelings in their daily lives.

    The authors specifically looked at emotional retention, which is the tendency to hold onto unpleasant emotions and feel overwhelmed by them. They also measured emotional avoidance, which describes how often a person tries to escape or suppress negative feelings.

    The second study confirmed that the 17-item scale is a consistent and valid way to measure this phenomenon. Game-related ruminations were the most commonly reported experience, while media anhedonia was the least intense symptom. The second study also confirmed that fans of role-playing games were the most susceptible to these lingering feelings of loss.

    “I would add here that our research shows how video games can be a source of very complex and emotional experiences,” Klimczyk noted. “We see our research fitting the overarching theme of eudaimonic experiences in video games, area of study that, we believe, will gain bigger traction in the future. Our study is but a small stepping stone towards that.” A eudaimonic experience refers to media that provides a sense of meaning, personal insight, or emotional growth, as opposed to simple enjoyment.

    While the research offers a detailed look at this modern phenomenon, the authors warn against overstating the clinical severity of the condition. “In some cases, people implied that by ‘post-game depression’ we mean a clinical case of depressive episode,” Klimczyk explained. “This is not the case, although, as Dr. Janowicz wrote, the link with lower mental health exists.”

    “The term was coined by the gamers. Googling ‘post-game depression’ before our research gained traction, one would find a vast amount of Reddit posts about that specific feeling that they described by using such a term. We decided to keep it that way.”

    Because the research relied on cross-sectional surveys, the scientists only captured a single snapshot in time. A cross-sectional design means that the researchers surveyed the participants all at once, which makes it impossible to prove cause and effect.

    “Our study was cross-sectional, so it is not possible to determine causal relationships between observed variables,” Janowicz said. “For example, it is possible that players with lower mental health are more prone to experience post-game depression after finishing the game, but it is also possible that post-game depression may lead to a decline in their mental health.”

    The researchers plan to conduct longitudinal studies, which track the same individuals over a long period, to solve this puzzle. “Longitudinal research will be a huge step toward overcoming the limitations of our research,” Janowicz said. “It would allow us to determine causal relationships, and assess what are antecedents and consequences of post-game depression. Moreover, comparing players from various countries will be very interesting.”

    Despite these limitations, the newly developed scale has already made a significant impact. “We got a lot of interest and attention on our findings around the world,” Janowicz said, noting the positive reaction from the gaming community. “Many people contacted us to discuss our findings. That’s very nice to see this work inspire many people and be interesting to video game players, who found it valid and described their real feelings.”

    The authors hope other scientists will build upon their foundational work to better understand how interactive media affects human psychology. “If anyone would like to use our scale or adapt it for their language, we warmly welcome scholars to contact us,” Janowicz added. “We will be happy to help and to develop research on post-game depression worldwide.”

    The study, “Post-game depression scale a new measure to capture players’ experiences after finishing video games,” was authored by Kamil Janowicz and Piotr Klimczyk.

    URL: psypost.org/feeling-empty-afte

    -------------------------------------------------

    DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.

    Private, vetted email list for mental health professionals: clinicians-exchange.org

    Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot

    NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot

    Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: nationalpsychologist.com

    EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: subscribe-article-digests.clin

    READ ONLINE: read-the-rss-mega-archive.clin

    It's primitive... but it works... mostly...

    -------------------------------------------------

    #psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #PostGameDepression #GamerWellbeing #VideoGameResearch #GamingMentalHealth #RPGImpact #GameNarratives #EmotionalProcessing #GamingRumination #MediaAnhedonia #PostGameEmotions

  4. DATE: May 17, 2026 at 06:00AM
    SOURCE: PSYPOST.ORG

    ** Research quality varies widely from fantastic to small exploratory studies. Please check research methods when conclusions are very important to you. **
    -------------------------------------------------

    TITLE: Feeling empty after finishing a video game? Researchers say post-game depression is a real phenomenon

    URL: psypost.org/feeling-empty-afte

    A recent study published in Current Psychology has found that many video game players experience a specific sense of emptiness and sadness after finishing highly engaging games. The research introduces a new psychological scale to measure this phenomenon, showing that post-game depression is linked to general depressive symptoms and difficulties in processing emotions. These findings offer new insights into how deeply immersive media can impact a person’s emotional well-being.

    Video games are the third most popular leisure activity in the world. Modern video games are not solely designed to provide simple entertainment or pleasure. Many of these titles feature complex narratives that evoke deep emotions, existential reflection, and a profound sense of achievement.

    As players invest hours into these immersive worlds, they often form strong attachments to the characters and the storylines. When the experience abruptly ends, gamers often report a lingering sense of loss or emptiness.

    Psychologist Kamil Janowicz at the Center for Research on Personality Development at SWPS University in Poznań and Piotr Klimczyk, a UX researcher and narrative designer with Orion Belt Games, conducted the study to develop the first quantitative tool to measure post-game depression. They wanted to understand the prevalence of this state and identify which types of games evoke it. They also aimed to see if this experience is associated with broader mental health challenges.

    “The idea came from experiences shared by video game players on social media, Discord, and Reddit,” Janowicz said. “Many of them described a feeling of emptiness and a range of various emotions after finishing an engaging video game. First, my colleague, Dr. Piotr Klimczyk, explored it in his qualitative study. Then, based on his findings, we developed a quantitative measure of post-game depression and conducted our research.”

    To explore these questions, the researchers conducted two separate studies. The first study aimed to create and test the initial version of the Post-Game Depression Scale. The authors recruited participants through social media announcements, gaming forums like Reddit, and chat platforms like Discord.

    The initial sample included adults who actively played video games and had recently finished a game they considered personally important. After filtering out incomplete responses and those who failed attention checks, the final sample consisted of 210 participants. The average age of this group was roughly 28 years old, and most participants reported playing games every day or almost every day.

    In this first phase, participants answered a draft version of the new 20-item questionnaire. They also completed several established psychological surveys to measure their baseline mental health, including a nine-item survey to assess symptoms of clinical depression.

    Additionally, the scientists used a survey to measure rumination and reflection. Rumination is a psychological term for the habit of repetitively thinking about negative experiences or emotions, while reflection refers to a healthier, more positive contemplation of one’s life. Participants also indicated the specific genre of the game they had recently finished.

    Based on the responses, the researchers narrowed their new scale down to 17 questions grouped into four distinct categories. The first category, game-related ruminations, measures how often players experience intrusive thoughts about the game. The second category captures the challenging end of the experience, representing the feeling of sadness or emptiness because the story is over.

    The third category measures the necessity of repeating the game, which is the immediate urge to replay the title. The final category is media anhedonia. Anhedonia is a psychological term for the inability to feel pleasure, and here it describes an inability to enjoy other games or media following the recent gaming experience.

    “We found empirical confirmation of a range of experiences after finishing the video game, as reported by video game players in recent years,” Janowicz explained. “Thus, post-game depression is real and could be measured in a reliable way with our questionnaire. We found that players spending more time on RPGs are more prone to experience more intense symptoms of post-game depression. As well as those who have a stronger tendency to ruminate and more problems with processing their emotions.”

    Role-playing games, or RPGs, often require players to make heavy narrative choices and build deep relationships with virtual characters. While RPGs stood out in the data, Klimczyk expects other genres to show similar effects in future research.

    “The fact that the RPGs can be one of the main genres did not surprise me, however, I would put them in the same row as narrative and/or adventure games in the style of old point-and-click games, but that’s just my personal bias,” Klimczyk said. “I hope that in the future, another team or we will be able to conduct such research on a much bigger pool of participants. I believe that these genres will be up there with the RPGs. It is a guess, although an educated one, to quote Mrs. Dana Scully.”

    The scientists conducted a second study to confirm the structure of their new scale and further test its relationship to emotional regulation. They recruited a fresh sample of 163 adult gamers using similar online channels. The average age in this second group was nearly 30 years old.

    Like the first group, these participants completed the finalized 17-item scale, along with surveys to measure their general depressive symptoms and their tendencies toward rumination. In addition, the second study included an emotional processing scale to see how participants handled difficult feelings in their daily lives.

    The authors specifically looked at emotional retention, which is the tendency to hold onto unpleasant emotions and feel overwhelmed by them. They also measured emotional avoidance, which describes how often a person tries to escape or suppress negative feelings.

    The second study confirmed that the 17-item scale is a consistent and valid way to measure this phenomenon. Game-related ruminations were the most commonly reported experience, while media anhedonia was the least intense symptom. The second study also confirmed that fans of role-playing games were the most susceptible to these lingering feelings of loss.

    “I would add here that our research shows how video games can be a source of very complex and emotional experiences,” Klimczyk noted. “We see our research fitting the overarching theme of eudaimonic experiences in video games, area of study that, we believe, will gain bigger traction in the future. Our study is but a small stepping stone towards that.” A eudaimonic experience refers to media that provides a sense of meaning, personal insight, or emotional growth, as opposed to simple enjoyment.

    While the research offers a detailed look at this modern phenomenon, the authors warn against overstating the clinical severity of the condition. “In some cases, people implied that by ‘post-game depression’ we mean a clinical case of depressive episode,” Klimczyk explained. “This is not the case, although, as Dr. Janowicz wrote, the link with lower mental health exists.”

    “The term was coined by the gamers. Googling ‘post-game depression’ before our research gained traction, one would find a vast amount of Reddit posts about that specific feeling that they described by using such a term. We decided to keep it that way.”

    Because the research relied on cross-sectional surveys, the scientists only captured a single snapshot in time. A cross-sectional design means that the researchers surveyed the participants all at once, which makes it impossible to prove cause and effect.

    “Our study was cross-sectional, so it is not possible to determine causal relationships between observed variables,” Janowicz said. “For example, it is possible that players with lower mental health are more prone to experience post-game depression after finishing the game, but it is also possible that post-game depression may lead to a decline in their mental health.”

    The researchers plan to conduct longitudinal studies, which track the same individuals over a long period, to solve this puzzle. “Longitudinal research will be a huge step toward overcoming the limitations of our research,” Janowicz said. “It would allow us to determine causal relationships, and assess what are antecedents and consequences of post-game depression. Moreover, comparing players from various countries will be very interesting.”

    Despite these limitations, the newly developed scale has already made a significant impact. “We got a lot of interest and attention on our findings around the world,” Janowicz said, noting the positive reaction from the gaming community. “Many people contacted us to discuss our findings. That’s very nice to see this work inspire many people and be interesting to video game players, who found it valid and described their real feelings.”

    The authors hope other scientists will build upon their foundational work to better understand how interactive media affects human psychology. “If anyone would like to use our scale or adapt it for their language, we warmly welcome scholars to contact us,” Janowicz added. “We will be happy to help and to develop research on post-game depression worldwide.”

    The study, “Post-game depression scale a new measure to capture players’ experiences after finishing video games,” was authored by Kamil Janowicz and Piotr Klimczyk.

    URL: psypost.org/feeling-empty-afte

    -------------------------------------------------

    DAILY EMAIL DIGEST: Email [email protected] -- no subject or message needed.

    Private, vetted email list for mental health professionals: clinicians-exchange.org

    Unofficial Psychology Today Xitter to toot feed at Psych Today Unofficial Bot @PTUnofficialBot

    NYU Information for Practice puts out 400-500 good quality health-related research posts per week but its too much for many people, so that bot is limited to just subscribers. You can read it or subscribe at @PsychResearchBot

    Since 1991 The National Psychologist has focused on keeping practicing psychologists current with news, information and items of interest. Check them out for more free articles, resources, and subscription information: nationalpsychologist.com

    EMAIL DAILY DIGEST OF RSS FEEDS -- SUBSCRIBE: subscribe-article-digests.clin

    READ ONLINE: read-the-rss-mega-archive.clin

    It's primitive... but it works... mostly...

    -------------------------------------------------

    #psychology #counseling #socialwork #psychotherapy @psychotherapist @psychotherapists @psychology @socialpsych @socialwork @psychiatry #mentalhealth #psychiatry #healthcare #depression #psychotherapist #PostGameDepression #GamerWellbeing #VideoGameResearch #GamingMentalHealth #RPGImpact #GameNarratives #EmotionalProcessing #GamingRumination #MediaAnhedonia #PostGameEmotions

  5. One thing that has been weighing on me lately is how much other people’s perception of mediffers from how I view myself. I believe I’m a very compassionate, caring, generous person who usually puts other people’s needs above my own. Maybe some of this is a personality developed from trauma, but I believe who I am at my core is also very generous and loving. I feel emotions very deeply, but I am also logical. In cases where I’m unable to externally process around people, my rational and logical thoughts may not be apparent. My internal experience isn’t necessarily obvious to those around me. It’s weird, though, feeling like other people don’t really see the real me. I don’t claim to know exactly how others perceive me, but some things I’ve heard are that I am intimidating, demanding, judgmental, a confident person who takes charge and goes for what she wants, but also overly sensitive, and a drama queen. 

    If others feel I hold them to high standards, they should know my standards for myself are even higher. Being a good, honest, compassionate person is very important to me. This likely stems from a belief that I’m not allowed to have needs, that my value is only found in what I can do for other people. Growing up, I was always very aware of how much of a burden I was, for things beyond my control. When my parents got divorced, I was the person my mom talked to about everything. I felt responsible for her wellbeing, and I wanted to do anything I could to please both her and my father. This still affects me to this day, both in how I treat myself and how I treat others. I couldn’t make my parents happy, and I can’t make my friends happy either. 

    It’s always such a shock to the system to learn that despite my good intentions, I am the villain in other people’s story. They don’t see me for me. When things fall apart, I’m blamed for everything that went wrong, and they’re just a victim who fell into some supposed trap. They don’t see their flaws as easily as they see mine; they don’t notice how their actions influenced the negative outcome. Regardless of how much I did for them, it’s never enough. And yet, who I am is always too much: too much anxiety, too much trauma, too many “expectations.” The saying, “If I’m too much, go find less” applies, but how do I learn to not care? How do I avoid internalizing things that are said about me? 

    I’ve taken many people into my home over the years, believing I was helping them. Most people ended their stay here hating me, seeing me as crazy, or even as just a bad person. In most cases, allowing people to stay here was not what I wanted and did not benefit me. I prioritized their needs and comfort; they chose to come here; yet, I’m still the villain in their story. 

    People say not to let other people tell you who you are, but I’ve been told many times throughout my life that my perception of events is wrong. When others’ version of reality clashes with mine, and their perception of me conflicts with who I am, how do I learn to trust myself? If I try to put good intentions out into the world, yet it’s perceived differently, then haven’t I failed? Why even try with people if it gets me nowhere? 

    Someone I attempted to help years ago is actively telling people I’m a horrible person. I apparently hurt a friend years ago and had no idea until she came back into my life recently. Someone else avoided talking to me about issues she was having, and ultimately ended up ghosting me. I recently discovered someone I considered a close friend blocked me, because she blames me for a situation that didn’t involve me. Even though I tried to support her and do right by her at every turn, she still doesn’t want me in her life. It’s heartbreaking. 

    All I want is to live a peaceful life with a few people who love me, in an environment where we all support each other and make each other’s lives easier. Yet, I can’t seem to avoid hurting people, and ultimately losing them. I feel like my pure intentions should be obvious to anyone who interacts with me, but they don’t notice and it hurts. Even people who have known me for years don’t value what I have to offer. I don’t know how to bridge this gap, to be the person other people need me to be. It would seem I can’t, so I’ll just be grateful for the people I have right now. I have to let people come and go as they please, even when it hurts. I have to accept that I will be the villain in people’s story when they refuse to take accountability, develop self-awareness, and work on themselves. All I can do is continue trying to be a good person, try to avoid putting myself into bad situations for other people’s benefit, and just give myself compassion for the grief I feel for the people I’ve lost. Everything happens for a reason, and every situation has taught me something. I am grateful for every lesson I’ve learned, for every person who has come into my life and left footprints on my heart. 

    To those I’ve hurt, I’m truly sorry. No one is perfect, and I’m certainly no exception. I’ve made many mistakes, been horrible at communication, shut down from stress when others needed me to spring into action. I’m sorry I couldn’t be the support you needed when you needed, but I hope you know my intentions were always pure. I would never intentionally hurt anyone. I love you and wish you nothing but the best in life. Thank you for everything you taught me, thank you for allowing me into your life for a short time. My hope is that healing finds its way to you, each and every one of you who I’ve hurt. Thank you for reading this. 

    https://healingwithyessie.com/2024/04/23/learning-to-accept-being-misunderstood-who-i-am-vs-the-stranger-they-see/

    #community #emotionalProcessing #friendship #growth #healing #HealingJourney #mentalHealth #support

  6. Mexican culture processes tragedy through comedy.

    Which is which why, many months later, there are still no memes about Acapulco.

    It’s not yet funny.

    Still too soon.

    #Acapulco #memes #Mexican #Mexico #culture #tragedy #comedy #humor #funny #trauma #emotionalprocessing

  7. Another day, another #wip inching closer to completion.

    A lot of emotions and energy tied up in this one, as I found myself considering perceptions of relationships and living situations I find myself in... Heavy work where words sometimes fail.

    #NeurographicArt #Art #AbstractArt #EmotionalProcessing

  8. How I Made Autism Make Sense: The Autistic Triad of Distinction

    The “Triad of Distinction” from Autistimatic is a useful tool for understanding Autistic experience.

    The Autistic Triad of Distinction:

    • Emotional Processing
    • Sensory Processing
    • Veracity (sense of)

    This three part video series explains the triad in detail.

    Part 1

    https://www.youtube.com/watch?v=4tHeq_EIC-w

    When I was diagnosed autistic forty years ago I had no-one to guide me, so I started taking notes and finding my own way. How did I make autism make sense? Join me and find out as I guide you towards the autistic Triad of Distinction.

    How I Made Autism Make Sense (Part One) – YouTube

    Part 2

    https://www.youtube.com/watch?v=KYTAMNo-38s

    The autistic “Triad of Distinction” is a powerful tool for understanding and regulating our autistic lives. In part 2 we look into each “leaf” of the Triad in more detail & discuss the impacts of everyday events upon autistic well-being.

    How I Made Autism Make SENSE (Part 2) “Gathering” – YouTube

    Part 3

    https://www.youtube.com/watch?v=YeUntvli85E

    You’ve learned where it came from and what it can do for you, now learn how to use it yourself. The autistic Triad of Distinction is a versatile tool to help regulate our lives, to plan ahead, to improve our communications and today, to help us learn about WHY we melt or shut down.

    How I Made Autism Make Sense (part THREE) “Getting it Done” – YouTube

    A Tool for Understanding Meltdowns and Shutdowns

    Use the triad to understand your meltdowns and shutdowns.

    Header Image Credit

    “Purple Triad” by Adriel Jeremiah Wool is licensed under CC-BY SA 4.0 About the artist: Adriel Jeremiah Wool

    Our featured artist is Adriel Jeremiah Wool.

    Adriel Jeremiah is an computer programmer with a deep background in origami and folding. This artwork is an extension of a world view involving folding; often involving higher dimensional spaces. Many of these designs contain the mathematical magic of the transcendental numbers of nature, and all of them are the extension of the provisions of space itself; to be both physically folded, and conceptually folded, circularily and across many levels of expression.

    Shop Art by Adriel

    AJ describes what these fractal pieces are in the accompanying accordion. Their construction will broaden your perspective on perspective.

    AJ is a regular contributor at Stimpunks. He kindly licenses his work as free cultural work. He helps us tell our stories with his art, music, photography, videos, audio engineering, poetry, prose, and lived experience.

    AJ has a gallery in Ketchum, Idaho. Drop by if you’re around. He tries to make it a welcoming third place.

    Stimpunks is gently debugging society.

    The charity protects, helps and comforts individuals, while pointing out library-level flaws in some of the concepts that end up harming those individuals.

    This help is profoundly wonderful, morally and functionally coherent to great need, and as true as a pure circle in its cause-and-effect form.

    Adriel Jeremiah Wool

    About the process: My artwork is digital photography in a world where objects exist in more than 3 dimensions, and where no known means of physical representation has yet been discovered to exist.

    The artist hopes to convey this: that the universe is given forth folded and unfolded. Although explicit understanding helps, it is too cumbersome, and should only provide refinement to something already greater that exists.

    That greater thing is what was given to the artist first by the practice of origami. An enlivening of the intuitive mind, experience with a universe of many dimensions, and the promise of creation revealed when one folds a flat square into the likeness of a higher dimensional thing. That inspiration reaches a young mind in a powerful way.
    The artist wants the viewer to see proof of what their intuitive mind already knows is true, the universe is a multidimensional phenomenon and the ability to understand its nature already exists within us each.

    The artist hopes the viewer will be inspired to seek the understanding of freedoms available to the individual inspired by the exposure to artistic expressions, and of a nature of dimensionality unimaginably greater than the object presented here.

    Adriel Jeremiah Wool

    A time has come to again look at changes in the way technology allows us to see the world and experience it. First was the human eye, with a lens made of flesh. Later humans developed a replacement for the eye but in the form and fashion of the lens of the eye; this time it was made of glass doped with metals to enhance its control of light. To see, the human eye has a retina filled with responsive cells which look for contrast and color.

    Technology has allowed us to create a replacement for the retina called a CCD with metals which respond to color and report those values to a microchip which converts them to bits and bytes for storage. I will present to you the same extension of sight by explaining how the images you will see come into existence.

    In my artwork the landscape is created via the execution of a seed of a formula, allowed to grow and flourish in a mathematical set of steps. In a similar way, crystals grow underground in a cave over many millennia but they follow a seed of a universal pattern related to their atomic structure and facilitated by the chemical nature of their environments. In our regular world, we have 3 directions we can move, forward-back, up-down and left-right, but these crystals can move in another set of directions allowed by the universe and mathematics. They are, and must be considered elements of nature, and it follows that the methods used to convey them must be considered legitimate tools of expression. 

    A crystal starts at a virtual geometric position, a virtual center, then it mathematically and procedurally grows outward and inward according to a seed formula. However it exists in a dark world devoid of light and color; it is only a cloud of form. As an artist, I create an eye with a lens which follows the same mathematical processes as the lens of a camera and the eye itself. I situate the virtual eye to be gazing upon the crystal as I create sources of light which will illuminate the crystal and reflect light back to the lens.

    As an artist I imbue color to the crystal, I imbue reflectivity, I imbue refractability, and I imbue density or transparency exactly towards the same purpose as a painter would do, in combining pigmented oils on canvas with a brush in his or her hand.

    My artwork is digital photography in a world where objects exist in more than 3 dimensions, and where no known means of physical representation has yet been discovered to exist.

    Adriel Jeremiah Wool

    Further Reading

    https://stimpunks.org/glossary/very-grand-emotions/

    https://stimpunks.org/glossary/meltdown/

    https://stimpunks.org/glossary/shutdown/

    https://stimpunks.org/glossary/trust/

    https://stimpunks.org/access/sensory-experience/

    https://stimpunks.org/access/perceptual-worlds/

    https://stimpunks.org/glossary/sensory-hell/

    https://stimpunks.org/glossary/sensory-trauma/

    #autism #autisticTriad #emotionalProcessing #sensoryProcessing #triadOfDistinction #truth #veracity #veryGrandEmotions