Mindhabits Emotion Trainer   Games For Health 2008
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Mindhabits Emotion Trainer Games For Health 2008

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Mindhabits Emotion Trainer   Games For Health 2008 Mindhabits Emotion Trainer Games For Health 2008 Presentation Transcript

  • MindHabits: The Development of an Emotion Trainer Game for Stress Reduction Mark Baldwin, PhD Department of Psychology, McGill University President, MindHabits Inc.
    • Can a computer game train positive habits of thought, to build self-confidence and reduce stress?
      • Research Background
      • Game development and marketing
    • Social intelligence – one’s way of thinking about self and other – is central to human health and happiness throughout life.
    • Automatic habits of thought
      • Attention, emotional associations, rumination
  • Visual Probe Test
  • Visual Probe Test
  • Visual Probe Test
  • Dandeneau, Baldwin, et al. Journal of Personality and Social Psychology, 2007
    • Social Intelligence and Social Neuroscience research is investigating possibilities for training thought processes about self and others.
  • Emotion Training
    • How might we help people train automatic habits of thought, to boost self-esteem and self-confidence, and to reduce stress?
  • Emotion Training
    • Similar to Brain Trainers, but instead of aimed at helping you THINK better; aimed at helping you FEEL better
  • 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
  • Find the smiling, accepting face
  • Find the 5-petalled flower
  • 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)
  • 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)
  • 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.
  • Toward a Game :
    • 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
    • Licensed to MindHabits
    • Telefilm Canada’s “Great Canadian Video Game Competition”: Won $1.3 M
    • Created the MindHabits Trainer
    • www.mindhabits.com
    • Soon on multiple platforms, starting with casual game space
    • Four training games
      • 100+ levels
    • Five tracker tasks
      • “ Outlook” score tracks progress
    • Science Lab
      • Explain how and why
  • Inhibition
  • Association
  • Association
  • Activation
  •  
    • Trackers: Measurement modules to assess the player’s current state of mind.
  • Focus
  • Look
  • Stroop
  • Blink
  • Self-Report
    • Outlook score is calculated from trackers; shows progress over time
    • Science Lab section gives game info and scientific background
  •  
  • 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
  • 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
  • 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
    • www.MindHabits.com
      • [email_address]
  • 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
  • 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.