Mindhabits Emotion Trainer Games For Health 2008

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    Mindhabits 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.
      • 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
    2. Visual Probe Test
    3. Visual Probe Test
    4. Visual Probe Test
    5. 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.
    6. Emotion Training
      • How might we help people train automatic habits of thought, to boost self-esteem and self-confidence, and to reduce stress?
    7. Emotion Training
      • Similar to Brain Trainers, but instead of aimed at helping you THINK better; aimed at helping you FEEL better
    8. 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
    9. Find the smiling, accepting face
    10. Find the 5-petalled flower
    11. 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)
    12. 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)
    13. 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.
    14. 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
    15. Inhibition
    16. Association
    17. Association
    18. Activation
    19.  
      • Trackers: Measurement modules to assess the player’s current state of mind.
    20. Focus
    21. Look
    22. Stroop
    23. Blink
    24. Self-Report
      • Outlook score is calculated from trackers; shows progress over time
      • Science Lab section gives game info and scientific background
    25.  
    26. 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
    27. 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
    28. 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]
    29. 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
    30. 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

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