Szymon Explores Video Games as Mental Healthcare Tools at Digital Health Workshop

Szymon Explores Video Games as Mental Healthcare Tools at Digital Health Workshop

Last month, second-year CDT PhD candidate, Szymon Olejarnik, was invited to speak as an expert at a South Yorkshire Digital Health Hub workshop. The event, facilitated by Hopkins Van Mil in partnership with the EPSRC, the University of Sheffield, and Sheffield Hallam University, focused on how digital health technologies can better support the everyday lives of young adults living with long-term health conditions.

As part of the workshop, Szymon delivered an engaging talk on the role of video games in mental healthcare—a topic that draws from both his academic research and his passion for gaming. While the idea of using video games as a healthcare tool might seem unconventional, Szymon emphasised that this approach is already being explored and embraced, not only by researchers but by gaming communities themselves.

He highlighted two powerful case studies:

  • Sea Hero Quest, a game developed to aid Alzheimer’s research, which Szymon contributed to during his time at SpiersLab 
  • Autcraft, a dedicated Minecraft server designed for autistic individuals to connect, learn, and engage in safe, supportive environments

While these examples may not be directly targeted at young adults, they illustrate the growing potential of video games to support mental wellbeing and offer innovative ways to improve daily life for patients.

 

Reflecting on the event, Szymon expressed hope that the collaboration would inspire young adults to see themselves as active participants in the future of digital health.

“I hope that this collaboration will not only bear fruit that we will see implemented in healthcare, but also that it will inspire young adults to get involved in digital technology research and practice,”

We’re thrilled to see CDT researchers like Szymon using their expertise to bridge technology and public engagement in meaningful, forward-thinking ways.