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.
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