Mind Habits Emotion Trainer Games For Health 2008

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

1 comments

Comments 1 - 1 of 1 previous next Post a comment

  • + guest52820b2 guest52820b2 8 months ago
    Recently purchased a download and program experienced a runtime overrun and fails to function...not impressed with this rip-off.
Post a comment
Embed Video
Edit your comment Cancel

1 Event

Mind Habits Emotion Trainer Games For Health 2008 - Presentation Transcript

  1. MindHabits: The Development of an Emotion Trainer Game for Stress Reduction Mark Baldwin, PhD Department of Psychology, McGill University President, MindHabits Inc.
  2.  Can a computer game train positive habits of thought, to build self-confidence and reduce stress?  Research Background  Game development and marketing
  3.  Social intelligence – one’s way of thinking about self and other – is central to human health and happiness throughout life.
  4.  Automatic habits of thought  Attention, emotional associations, rumination
  5. Visual Probe Test
  6. Visual Probe Test
  7. Visual Probe Test
  8. 6 00 .0 0 3 00 .0 0 Cortisol AUC (arbitrary units) 0 .00 - 3 0 0.0 0 - 6 0 0.0 0 - 6 0 .0 0 - 4 0 .0 0 - 2 0 .00 0 .00 2 0.0 0 4 0.0 0 Re je ction Bia s Sc o re s Dandeneau, Baldwin, et al. Journal of Personality and Social Psychology, 2007
  9.  Social Intelligence and Social Neuroscience research is investigating possibilities for training thought processes about self and others.
  10. Emotion Training  How might we help people train automatic habits of thought, to boost self-esteem and self- confidence, and to reduce stress?
  11. Emotion Training  Similar to Brain Trainers, but instead of aimed at helping you THINK better; aimed at helping you FEEL better
  12. Emotion Training  ACTIVATING thoughts of acceptance makes it easier to notice social support in daily life  ASSOCIATING acceptance to cues, including the self-concept, makes it more likely to come to mind when needed  INHIBITION TRAINING can help the person learn to disengage from social threat
  13. Find the smiling, accepting face
  14. Find the 5-petalled flower
  15. Results:  Removes attentional bias to threat  Students playing daily while studying become less stressed about final exam, are less anxious during exam  Telemarketers playing daily report higher self- esteem & less stress at the end of the week; have 17% lower levels of stress hormone cortisol; are more confident and make more sales  (Journal of Personality and Social Psychology, October 2007)
  16. Results:  Golf, like many other kinds of performance, suffers from any distraction due to evaluative concerns  26 Golfers played the search-for-the-smile game (or control) before a round of golf  Performed 5.24 strokes better on a round of golf, after playing the matrix.  (Not yet published)
  17. Scientific summary:  Scientific studies demonstrate that specially-designed computer games can allow people to practice beneficial patterns of thought, leading to increased self- confidence and reduced stress.
  18. Toward a Game: Licensed to MindHabits TelefilmCanada’s “Great Canadian Video Game Competition”: Won $1.3 M  Panel of judges:  Yannis Mallat, CEO, Ubisoft Montreal  Ron Moravek, VP & COO, Electronic Arts Canada  Kelly Zmak, President, Radical Entertainment (Vivendi Universal Games Canada)  Rory Armes, Senior VP and Group General Manager, EA Black Box and EA Montreal
  19.  Created the MindHabits Trainer  www.mindhabits.com  Soon on multiple platforms, starting with casual game space
  20.  Four training games  100+ levels  Five tracker tasks  “Outlook” score tracks progress  Science Lab  Explain how and why
  21. Inhibition
  22. Association
  23. Association
  24. Activation
  25.  Trackers: Measurement modules to assess the player’s current state of mind.
  26. Focus
  27. Look
  28. Stroop
  29. Blink
  30. Self-Report
  31.  Outlook score is calculated from trackers; shows progress over time
  32.  Science Lab section gives game info and scientific background
  33. Marketing: Brand Building  Media Friendly  Jan: PC Gamer: 2.6M  Feb: HomeMaker magazine: 1.9M  March: Marketplace: 8.1M  April: Women’s Health: 3.2M  May: Prevention magazine: 11M
  34. Marketing: Distribution  Patent protection: # USPTO 11/122,091  Game out on web  our own portal  Oberon Media (300M gamers)  International distribution deals for PC  MindHabits named one of Top 25 Canadian IT Up and Comers by Branham Group
  35. Marketing: Future Plans  Additional platforms, channels (e.g., B2B)  V2.0: Kids, relationships, self-regulation  Embedding mini-games into other IP  Partnerships (Contact us!):  Games with a focus on wellbeing and health, particularly although not necessarily psychological  Ideally although not necessarily with a science base
  36.  www.MindHabits.com  Mark.Baldwin@mindhabits.com
  37. MindHabits: www.MindHabits.com  Matthew Mather, CEO  Fifth successful start-up; previous CEO Lycos Canada  Founder of Immersion Corp – TouchSense in 100’s games  Mark Baldwin  Creator of technology and games,  Two decades of research published in prestigious journals  Rob Gordon, Article19 Group  One of Canada’s hottest casual game developers  Top selling games on market  2000 volunteers  “Gaming 2.0” from all over world
  38. Social Intelligence Games  Selected References:  Dandeneau, S.D., Baldwin, M. W., Baccus, J. R., Sakellaropoulo, M., Pruessner, J. C. (2007, October). Cutting stress off at the pass: Reducing vigilance and responsiveness to social threat by manipulating attention. Journal of Personality and Social Psychology, 93(4). 651-666.  Pruessner, J. C., Baldwin, M.W., Dedovic, K., Renwick, R., Mahani, N. K., Lord, C., Meaney, M., & Lupien, S. (2005). Self-esteem, locus of control, hippocampal volume, and cortisol regulation in young and old adulthood. Neuroimage, 28, 815-826.  Dandeneau, S. D. M., & Baldwin, M. W. (2004). The inhibition of socially rejecting information among people with high versus low self-esteem: The role of attentional bias and the effects of bias reduction training. Journal of Social and Clinical Psychology, 23. 584-602.  Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem through classical conditioning. Psychological Science, 15, 498-502.  Baldwin, M. W. & Kay, A. (2003). Adult attachment and the inhibition of rejection expectations. Journal of Social and Clinical Psychology. 22, 275-293.  Baldwin, M. W., & Main, K. J. (2001). The cued activation of relational schemas in social anxiety. Personality and Social Psychology Bulletin, 27, 1637-1647.  Baldwin, M. W., & Meunier, J. (1999). The cued activation of attachment relational schemas. Social Cognition, 17, 209-227.  Baldwin, M. W., & Sinclair, L. (1996). Self-esteem and “if...then” contingencies of interpersonal acceptance. Journal of Personality and Social Psychology, 71, 1130-1141.  Baldwin, M. W., Keelan, J. P. R., Fehr, B., Enns, V., & Koh-Rangarajoo, E. (1996). Social cognitive conceptualization of attachment working models: Availability and accessibility effects. Journal of Personality and Social Psychology, 71, 94-104.  Baldwin, M. W. (1992). Relational schemas and the processing of social information. Psychological Bulletin, 112, 461-484.

+ Mark BaldwinMark Baldwin, 2 years ago

custom

1006 views, 0 favs, 0 embeds more stats

Game designed from scientific psychology, for reduc more

More info about this document

© All Rights Reserved

Go to text version

  • Total Views 1006
    • 1006 on SlideShare
    • 0 from embeds
  • Comments 1
  • Favorites 0
  • Downloads 157
Most viewed embeds

more

All embeds

less

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

Cancel
File a copyright complaint
Having problems? Go to our helpdesk?

Categories

Groups / Events