RWJF Games Challenge


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RWJF Games Challenge

  1. 1. Fisheye Labs 751 Holton Road Talent, OR 97540 (541) 535-4325 2/16/2013Health 2.0, LLC350 Townsend Street, #403San Francisco, CA 94107To Whom It May Concern:Fisheye Labs is pleased to present The 5th Brain Game proposal for your review. We look forward to partnering with theRobert Wood Johnson Foundation to provide a cutting edge health application increasing individual and communityhealth and health care while generating novel citizen-science data. The 5th Brain Game platform design incorporates amultitude of creative and scale expansion possibilities as the user base grows, making it an ideal application for thisgrant’s phased distribution of funds.Chronic diseases cost the United States 1.6 trillion annually, or 75 cents out of every healthcare dollar, yet a mere 5 centsper dollar is spent on prevention. Lab research and clinical trials have demonstrated measurable successes in preventingand even reversing disease by targeting lifestyle levers including attitude, behavior, nutrition, fitness, and social supportand education gaps. The 5th Brain Game particularly focuses on improving adrenal stress and blood sugar deregulationwhich underlie 80% of chronic diseases afflicting modern society. The 5th Brain Game addresses the above ‘lifestylelevers’ and provides a novel patient compliance and willpower training program. This program increases the player’s‘locus of control’ and reduces the player’s future discount rate with age-progression video morphing and accompanyingcognitive reframing games.The 5th Brain Game is founded in neurobiology and cognitive psychology research, data from Aligning Forces For Health(AF4H), County Health Rankings, The 5th Brain Game itself, etc., gamification concepts, and my own 35 years of clinicalexperience. The e-Mobile Health 5th Brain gamifies reality, generating patient-centered and extensively contextualizeddata through profile questionnaires, augmented self-tracking tools, willpower ‘Challenges’ and external devices. The 5thBrain Game model incorporates external data-sets for benchmark traditional risk assessments and estimates of achievablegradual risk reduction goals framed as ‘Challenges’. Data ported internally and externally to Johnson Foundationdatabases drives a dynamic system model dedicated to countering daily health concerns and chronic diseases includingobesity, diabetes, cancer, stroke and cardiovascular diseases.As The 5th Brain Game expands, health practitioners may generate Challenges for patients and benefit from real-timemonitoring of patient compliance and symptoms. At a large scale, this function encourages citizen-scientist collaborationsin large fitness-health-positive psychology trials improving healthcare delivery. Measurable outcomes include reducedchronic disease, medical expenses and sick days; improved fitness, health and healthcare delivery easily targeted towardsthe geographical areas identified as AF4H communities.We appreciate The Robert Wood Johnson Foundation’s commitment to individual and community health and investmentin cutting edge gamified health applications. We firmly believe The 5th Brain Game is a valuable investment towardsyour goals and we are eager to discuss this collaboration opportunity.Sincerely,LAC Michael Gandy, CEOPetr Makagon, CTO
  2. 2. The 5th Brain: Gamification of Integrated HealthThe 5th Brain Game, an integrated mobile companion application, empowers players to develop a lifestyle supportingpersonal and community health and effective health care. The 5th Brain is an evolving and reflective game, scalable toindividuals, groups and regions, offering a myriad of creative possibilities. Many people struggle to live up to their ownexpectations and values, or to complete doctor or health organizations’ recommendations, because they cannot connectwith their future self. A unique and central aspect of The 5th Brain Game is its use of photo-morphing technologyconnecting players to how current ‘bad vs. good’ choices negatively or positively affect their future self. The 5th BrainGame incorporates external data sources such as Aligning Forces For Health (AF4H) and Community Health Rankings,neurobiology and cognitive psychology research, decades of clinical experience, system modeling, and gamification tools.The 5th Brain Game generates contextualized player data, initially focused on personal/biographical and geographicalinformation and patient compliance rates, but expanding its data collection scope and depth with each game iteration. The5th Brain Game makes strong personal health and willpower ‘fun’ while collecting novel citizen-science generated dataimproving community health care approaches and implementation.The ‘5th Brain’The Fifth Brain, a technologically enabled systems based program founded on a model of creating individual patterns ofhealthy choices, addresses prevalent chronic diseases for greater community health. The application is specificallydesigned (especially in the data test version) with both multiple choice and free form feedback for swift adaptation to userneeds. Medical diagnostics built into the interactive 5th Brain Game assists players optimize key functional medicinemeta-patterns and common environmental and lifestyle patterns underlying and contributing to dozens of chronic diseases.According to the Center for Chronic Disease Prevention and Health Promotion, as much as 80% of chronic diseasesafflicting modern society and over 75% of healthcare dollars are driven by unhealthy lifestyles inducing commondysfunctions such as adrenal stress and blood sugar dysregulation.This 5th Brain Game application facilitates the four other brains who sit on an often discordant committee controllingthoughts, feelings, judgments and actions. Unlike other health apps focusing on isolated details, The 5th Brain Gamecoaches the complete ‘Team Brain’ moving a player’s mind, body and purpose towards implementing healthy choices fora life worth living. The four brains the 5th brain ‘coaches’ are: 1) the basal ganglia focusing on rewardable targets anddelivering delayed gratification; 2) the frontal and prefrontal cortex deciding appropriate and inappropriate behavior; 3)the limbic system providing emotions, helping prioritize by importance; 4) the sensory association areas stackingmetaphoric morality functions on top of sensory functions, e.g. the wiring for smell provides metaphors appropriate forthat sense such as the moral feeling of pureness in sanctity contrasted with impureness of profanity.Neurobiological research indicates each brain has different cognitive illusions, biases and blind spots. The 5th BrainGame creates customized Challenge Events which compensate for these brain system short fallings using extensivepublicly available data such as AF4H or County Health Rankings and internally produced data. These Challenge Eventsare customized to the player’s unique health needs and goals and incorporated into the player’s real life. For instance,Challenge Events may address ‘bad habits’ such as self-medicating consumption of sugary and salty products or tobaccoin an attempt to normalize abnormal physiology and/or stressful internal and external environments. By focusing ‘braincoaching’ on early functional patterns, players may avoid many unpleasant physical and emotional feelings, a litany ofserious end-stage diseases, and huge health care costs.Software DesignFraming personal health improvement as a complete lifestyle overhaul appears an unlikely goal. But if each step is madeonly as difficult as may be achieved, then the player is engaged in a game of earning success points. For instance, peopleare not just willing but excited to run 5 miles in a soccer game, hardly noticing the work they are doing during anexhilarating game. This eagerness to work during a game is a central tenet of gamifying reality. The 5th Brain Game usesproven neuropsychological tools and an artful playful interface with vast expansion possibilities, to make ChallengeEvents ‘fun’ while also highlighting the future consequences of immediate gratification actions as urgent and vivid. Itdeploys a suite of learning approaches with real-time modeling and self-tracking to discover and collect information on
  3. 3. the most potent behavioral change strategies for an individual. The 5th Brain graphically displays the player’s self-discovery of their unique health stories, goals, values and feelings during specific actions. If the player joins team brain,the 5th Brain provides the game, coach, ball and bat to play.The 5th Brain Game develops and suggests individualized Quests with Challenge Events in 6 Subject Area Rings. Thechallenge is either a ‘Do’ or a ‘Do Not’. Matching the choice the player makes with the planned action is a satisfying‘win’. This fun process balances Willpower and Impulse. Challenge Events may be completed as an individual or(optionally or ideally) as a social exercise. 5th Brain Game social components connect appropriately matched individualsfor activities including hikes, swims or races; shopping for and cooking healthful food; or working on 5th Brain Gamescene writing, photo, music, etc. This virtual and real social interaction develops trust and confidence necessary to acceptlarger Health Projects requiring players to: 1) identify their critical health mission, 2) incorporate the appropriate medicaland community information, and 3) form and implement a strategic plan of action. Although goals of these collectiveactions and projects differ, the scope of the available data-sets and the core issues common to all, make The 5th BrainGame easily scalable for groups large and small, rural and urban, young and old. Graphic I Dedicated Subject Area Rings orbit the central Self Disk where the age morphing video connects past, present and future self. Events in time, such as Challenges, are enlargeable displays containing practical details and reminders such as why player chose the Challenge and the attitude they intend to complete it with and are placed into the appropriate concentric Ring: 1) Self Disk 2) Social Network 3) Food 4) Activities a) Restful b) Active 5) Feelings a) Physical b) Emotional 6) ValuesSoftware Design: Highlight on Age-Progression MorphingIn the famed “Marshmallow Test”, the first measure of future discounting, Stanford University psychologist WalterMischel gave four year olds the choice of one marshmallow now or two in fifteen minutes. The longer the kids waitedcorresponded with greater academic and social success and lower stress levels a decade later. High future discounting isassociated with riskier behavior: smoking, drug use, drinking to excess, gambling, and other addictions; drunk driving and
  4. 4. unprotected sex; and increased procrastination and depression. Lower future discounting directly correlates to lower stressand higher health.Ersner-Hershfield in 2009 studied how close people feel to and identify with their future selves. People with a high future-self continuity perspective account for financial needs of their future self by delaying gratification, saving more andaccruing less debt. This behavior is the opposite in people who view their future-self as a stranger. Ersner-Hershfield usedage-progression software to show younger adults images of themselves at sixty-five years old. When the younger selfspoke, the ‘older self’ spoke the same words answering questions such as “What is your name?”, “Where are you from?”,“What is your passion in life?”. After spending time with their morphed future-self, participants added twice the amountof money into retirement accounts as those who had only looked at themselves in the mirror. This is a robust finding.Stories matter. The right questions and imagery reframe our future discount rate. The “opportunity loss” effect is moreemotionally powerful than “opportunity gain” effect. By placing a very desirable picture in player’s ‘future’ andimagining a long-term personal reward in specific ways, players find losing a great future trumps immediate gain. The 5thBrain Self Disk enables players to create an empathic rapport with their future image, accomplishments and achievements.Players add extrinsic values and intrinsic values: health, fitness successes, illness prevention, emotional intelligence,nourishing foodways, enjoyable and beneficial activities, deep friendships, and productive social groups.The World Health Organization’s Global Strategy on Diet, Physical Activity and Health report stated, “Nutrition iscoming to the fore as a major modifiable determinant of chronic disease... alterations in diet have strong effects, bothpositive and negative, on health throughout life... dietary adjustments... may determine whether or not an individual willdevelop such diseases as cancer, cardiovascular disease and diabetes much later in life.” Dietary choices are a primaryexample of photo-aging technology daily strengthening willpower for massive short and long term cumulative effects.Increasing exercise willpower and thus frequency offers similar daily benefits. Eighty-nine percent of Americans areexercise deficient, despite the Center for Disease Control’s statements on exercise controlling weight, reducingcardiovascular disease, type II diabetes, some cancers, TV hours, smoking, impulsive purchases, alcohol consumption,procrastination, etc., and being as an effective an antidepressant as Prozac (Nabkasorn, C.N. et al, 2006).Software Design & Data Collection: The Four Views(Note tables 1 & 2 containing data collection specifics are attached to the end of the document)Views generated in The 5th Brain Game empower and inform players differently with varying graphic displays of data toreorient the player’s perception of their current and future health scenarios. Time is a major character in the 5th Brainplayer narrative of beginning, middle and end goals.The 5D Spiral displays a larger timeline narrative of the actions, values and purpose, past, present and future, of playersand their social network then the Event Timeline View. Challenges, videos, photos, emails, writing, songs, etc., may beinserted at appropriate points in the 5D Spiral. Gradual change, such as a slow increase in headache frequency overmonths or even years, is often perceived as non-urgent and is difficult for humans to remember or appreciate. The 5DSpiral provides an insistent graphic perspective of gradual changes for both areas of concern and areas of progress. The5D Spiral is a simple design for visualizing large amounts of data generated by 5th Brain Game self-tracking and theresulting patterns emerging over time. This is similar to RWJF geographic timeline, or space-time visualization, of diseaseincidence across the United States. In this case we are mapping the individual and social networks aspects. There may bea potential bridge between these two data-sets.Modern ‘rat-race’ time has physical and mental health consequences. The Event Time View emphasizes achievableopportunity gain tomorrow instead of risk and opportunity loss today. The trick is to not discounting the future self sofuture health matters to the self earlier in their timeline. The Event Time View creates time by choosing, planningachievable, and facilitating successful, Challenge Events focused on intrinsic values of why you do what you say you willand do it well. On screen, the “Now” stays immobile while future possibilities and promised events roll toward the playerand the past spirals downwards below the display. Experiences in Event Time are psychologically fuller and less stressfulthan chronological time by placing Challenges in context with player’s extrinsic and intrinsic values. The Challenge
  5. 5. Debrief Section helps players capture insights about making Choices: ‘Did you indulge in moral licensing?’ ‘Did yourealize how your choice impacted yourself and others?’ ‘If you messed up, did you schedule a Clean Up Challengeredeeming your integrity and minimizing health consequences?’ The 5th Brain addresses repeated excuses and complaintsshowing as mis-matches and moral licensing to improve player’s emotional intelligence. Positive psychology andpsychoneuroimmunology research demonstrates a clear connection between emotions and health and emotional stress,inflammation and poor blood sugar control as major adrenal stressors and disablers of willpower and enabler ofimpulsiveness. Every Challenge attempted, win or loss, improves player and game emotional intelligence.Graphic II Profile data for each Ring is gathered as a Ring maximizes into a larger Disk. Profile data is typically slow-to-change historical data and basic personal history: name, birth, locations lived, family, including medical, history, etc. The Feelings Disk-Physical records diagnosed diseases, surgeries, allergies, traumas, etc., and conducts a mental health history. Feeling Profiles contain a health questionnaire gathering data on recurrent symptoms, severity, duration and frequency and generates a list of timed follow-up questions. Social health organizations or doctors may also insert Challenges such as watching health videos and webinars on obesity produced by the Robert Wood Johnson Foundation. Self-tracking data acts as a feedback mirror for the player about the difference between thoughts and feelings and reality. Strong data visualization and video evidence may close the gap and reframe the mismatch between cognitive illusions and pre- judgment beliefs so players better see and then improve actual performance. The 5th Brain Game collects data and shows real-time feedback on progress of programs for nutrition, social connectedness, fitness, sleep, rest, etc., and tracks symptom severity and frequency cross-referenced with adherence to the treatment program (Challenges). The Social Network View enrolls goal and geographically similar players in healthy projects and enables players to conduct their own searches of fellow players within the limits of HIPPA. Researchers at Brigham Young compiled data from 148 studies of 300,000 subjects and demonstrated people with friends, family andcommunity involvement were 50% less likely to die and added 3.7 years of life during the 7.5 year study period comparedto people with sparse social support. Researchers (Christakis and Fowler, 2007) using Framingham data, however, foundill health is ‘contagious’, i.e., when a friend became obese, a person’s own risk of obesity increased 171%. The 5th BrainGame creates and directs healthy social networks.
  6. 6. The Social View defines the nature and health of a network; addresses network concerns or successes; and tracks digitallyemergent network behavior, e.g. the number of 1 to 1 communications. This provides a tool in community health projects’quantitative analysis. Patients and providers may ask questions, post-answers and share their experiences on the SocialView. This generates detailed data on health care providers which may be combined with AF4H quality of care data-sets.The Social View provides some data on patient compliance rates and effective methods of compliance improvement. Italso gives health providers an opportunity to contextualize ‘the numbers’, e.g. blood sugar control rates related tocommunity served or the severity of disease vs. caseload. If a demonstrated need exists, The 5th Brain Game mightsupport a sub-channel for dedicated doctor-patient conversations and Challenge development and monitoring.The Purpose Map View displays events at the place they did or as they are planned to occur enabling players to findwhere and when they make their best choices, willpower is most engaged, primary off-path impulse moments, happiest,scariest or best feelings, etc. Corresponding patterns emerge. The Purpose Map facilitates communicating and organizingwith geographically near people for events and activities. The 5th Brain Game adds relevant health related place-timeinformation from approved sponsors or The 5th Brain Game network. The 5th Brain Game players’ patient experiencesadd information to sortable local health links and evaluations of care quality and specializations from AF4H and CountyHealth Rankings. Health groups might develop strategies tailored to a given community using dynamic system modelingfounded in The 5th Brain Game and AF4H data overlaid over a specific community map. This also has strong potentialfor improving health groups’ fundraising successes.Data ImportationFish Eye Lab development path goals are met by successive programs expanding the four 5th Brain Views, eachoptimized to generate, use and visualize different types of data. Incorporation of external data-sets such as County HealthRankings, Center for Disease Control, World Health Organization,, AF4H, etc., are imported and graphicallytranslated based on the needs of the specified data and relevance to the 5th Brain Game user base. The Purpose Map Viewincorporates large quantities of the AF4H county health quality data which is similar to the Roger Wood JohnsonFoundation (RWJF) DataHub. For instance, Purpose Map View contains maps of various scales augmented by categoricalAF4H data with several unfolding options in time. In the first 5th Brain release, the Event Time View directs traffic to theRWJF DataHub, especially the “Healthier Lifestyles” category. The Event Time View supports evolving willpower in aplayer/patient-centered process leading to agency and good judgment in daily activities. It is a novel time-event-valuematrix partially reliant on outside databases. (See Table I below for an elaboration on specific data importation)Community DeploymentCommunity deployment strategies target individuals, institutions and providers. An innate market for players is peopleactively seeking means to improve their own health and fitness. The game naturally relies on word of mouth, socialnetworks and targeted marketing in later, larger scale deployment. The 5th Brain Game gains an initial local foothold withintroduction to the AF4H network where stakeholders are invited to customize The 5th Brain by sharing local resourceswith the social network. The 5th Brain Game will be introduced to health institutions and providers as mutually beneficial:the clients/players receive personalized preventative care and improved health/fitness/social lives while providers gain amissing a window into what happens after patients or clients leave a clinic. Beta test health providers will be able toassign health Challenges to patients, subsequently benefiting from a game’s power of ‘making it fun’ and closing the gapbetween prescription and implementation. For instance, completion of the full course of antibiotic treatment for acontagious illness is essential, by incorporating The 5th Brain software, providers have a simple means of inspiring andtracking completion. The 5th Brain Game adoption also offers providers means to quickly respond to adverse effects ofrecommendations, e.g. if a client is allergic to prescribed antibiotics. Providers, especially institutions, have an interest inThe 5th Brain’s generation of data reports on patient compliance rates and improvement methods. Beta testers from socialservices or community health organizations will find The 5th Brain Game a powerful communication and organizationtool for community project Challenges. A natural game progression given the willpower strengthening focus is futureiterations targeting specific addictions which further expands deployment opportunities.
  7. 7. ConclusionBen Franklin famously said “a penny of prevention is worth a pound of cure.” Today, the future return on investments indisease prevention is far higher. Healthy communities and effective health care are supported by engaged individualschoosing healthy lifestyles reducing externalized or purposeless health costs. The 5th Brain encourages adoption of newbehaviors consistent with cognitive science’s often counter-intuitive research improving willpower and moderatingimpulsiveness while actually increasing appropriate spontaneity, creativity and social interactions. Cutting-edge use ofphoto-morphing technology reducing future discount rates and real-time self-tracking empowers players to make lifestyleshifts in the ‘now’ using their most potent and fun behavioral change strategies. The 5th Brain Game specifically engagescommunities in supporting each other in accomplishing personal health goals, improving health metrics. Communityhealth goals emerge from an informal needs assessment and are oriented by referencing extensive research and datagenerated by Aligning Forces, County Health Ranking, and the Health Indicators Warehouse amongstothers. Research in this theme has never been as thorough or as accessible. The 5th Brain Game mines external andinternal data to develop dynamic system models assessing a player’s health risks and then gamify their personal healthopportunities into engaging Challenge Events. This process creates novel citizen-science interactions capturing a broadarray of contextualized behavioral, physical and mental data.Game Views for Data Importation & Visualization Utility Table I Event Time View Social Network View Purpose Map View 5D Spiral ViewView’s Prime Events/Will Challenges X People X Role/ Relationship X All Locations X markers of All Time Scales X PurposeData Subject Area X Time markers of Value/Importance Value/Importance Path X markers ofVisualization Value/ImportanceProgram 5B core subject areas & adrenal Support community project Locations impacted-school, Display Change in selectedArea (PA) stress/blood sugar model organizing, i.e., affordable residential, work network over timeChildhood functions: food, exercise. link to quality healthcare/ food/activity RWJF centers, predatory adsObesityPA Coverage RWJF link State organizing project logistics How locations are effected Coverage change over time differently, pressure points for different networksPA Pioneers AF4H FYI link, download Organize around inspirational Put Ideas on the map Show ideas as memes that events/ news idea grow, wither, evolvePA Public 5B core functions prevention, Science-citizen projects, Where is there need, where Impact of public healthHealth adrenal stress/blood sugar organize to change funding & what resources available initiatives over time regulation, <risky impulsive priorities behavior, > will & healthy behaviorsPA Quality/ Search RWJF site personal 5B Pt-Doc Clear communication Use AF4H County Health Healthcare quality &Equality, health based on 5B Profile Dx, game. Tool for player to Excel Data to Map where equality over timeAF4H Pt Hx. Or Healthier Lifestyles by organize their social network: problems are, relative to Subject. e.g. quality healthcare delivery where player, augment in community, workplace. with quality metricsPA Core 5B mission affordable Social network project Distinguish where how & Visualize history ofVulnerable support overcoming common organizing for the right change why a population is communities over time,Populations unhealthy patterns at right time with right vulnerable strategies the did and didn’t connections workRWJF Data Data informs 1) 5B Chronic Social project research. Data Data displayed according to Longitudinal studiesCenter Disease Risk Assessment, 2) 5B sources visualized as nodes in a where the study was displayed over time Opportunity for Health Link SORTABLE network, e.g. conducted, X for what X RWJF for specific health dependency types- reference, who searches collaborators, competitors, map Map of the Data Hub as an citation network Information Universe.RWJF Link: possibly preload Profile Is DataHub data granular enough Map of the Data Hub as anDataHub Dx Hx search terms for searches to resort data beyond allowable Information Universe. DataHub interface?
  8. 8. Software Overview Table(The first column is the indexed data field that connects the Software Overview Table & Data Production Table) Table II # SOFTWARE OVERVIEW 0 Name View Object Function Goal 1 Subject Rings Max & Min Event Time Subject Area Ring Maximized to Disk function Story Profile Game Display events in time by subject area 2 Biographical Profile Event Time #1 Self Center Disk Profile Capture Biographical profile information 3 Fire Health Risk Event Time #1 Self Center Disk + Maximized Health Risk/ Health Game Model Display chronic disease health risk. Emphasize health opportunity GOAL. B Maximized in Self-Disk Opportunity Dashboard Instrument Profile healthy future. 4 Bet on Better/ Event Time #1 Self Disk + “Bet on Better” Game + Health Game Bet on ability to improve health is fun & gets “skin in the game”. Outsource financials. Opportunity Dashboard +Challenge 5 Social Tracking Social Net #2 Social Disk + Tracking Determine degree & type of connectedness 6 Social Challenge Social Net #2 Social Disk + Accept Challenge + Challenge Take on a Social Challenge 7 “What’s Next Coach?” Event Time #2 Social Disk +Will Challenge Bar Challenge Story Subject Area Coaches & Doctors give & track player Challenges 8 Social Family Profile Event Time #2 Social Disk + Profile Gather family biographical health history. Map Relationships within social network 9 Back on Track Social Net #2 Social Disk + Tracking Author of Challenge notified real-time of Player non-compliance for follow-up 1 Challenge Each Other Social Net #2 Social Disk + Event Players enroll others in a group challenge 12 Let’s Do It Together Event Time #2 Social Disk + Other Subject Disks Event Players set up meet-ups 13 Need a Han Social Ne #2 Social Disk + Story Player or Proxy organizes social network to support Player in health emergency 20 Morph Future Face Event Time #1 Self Disk + Values Disk + Future Counts-Video- Game Story With rapport with our future self we value future self. Social Net Morph Game+ Time slider instrument. 21 Morph Future Face Event Time #1 Self Disk + video-Morph Game + Time slider Game Story Player watches how their choices change their future towards health or by (un)Healthy Judgment Social Net instrument. illness & aging, 23 Outsourced Food Event Time #3 Food Drink Disk Tracking Outsource Food Tracking to FitBit Tracking 24 In-house Food Tracking Event Time #3 Food Drink Disk + Photo Record Food H&/Plate Tracking Game Self-tracking Game & aid to estimate what & how much you are eating Size Portion Volume Estimate Game+ Q&A pop-up & drinking box 25 Food Profile Event Time #3 Food Drink Disk Profile Profile information regarding past food & beverages 26 Food Guide Challenge Event Time #3 Food Drink Disk + Food Ring Will Challenge Model Challenge Take on healthy food or beverage Challenge Schedule + Will Impulse 31 Activities- Quiet Profile Event Time #4 Activities yin Quiet Disk Profile Gather past information about sleep, rest, yoga, etc. 32 Activities- Quiet Tracking Event Time #4 Activities yin Quiet Disk+ Q&A pop-up box Tracking Gather real-time information about sleep, rest, etc 33 Activities- Quiet Event Time #4 Activities yin Quiet Disk + Accept Challenge Challenge Take on a Quiet Activity Challenge Challenge 34 Activities- Quiet HRV Event Time #4 Activities yin Quiet Disk + HRV Device + Chill Pill Tracking Game Parasympathetic switch Heart Rate Variability biofeedback external Button Device 35 Activities- Quiet Breath Event Time #4 Activities yin Quiet Disk + Chill Pill Button Game breath patterns calm, focus, or relax as needed 36 Activities- Take 10 Chill Event Time #4 Activities yin Quiet Disk+ Chill Pill Button Game Get space & time between player & temptation Pill 37 Activities- Active Profile Event Time #5 Activities yang Active Disk Profile Gather past information exercise, physical work, etc. 38 Activities- Active Event Time #5 Activities yang Active Disk+ Q&A pop-up box Tracking Real-time information exercise, physical work, etc. Tracking 39 Activities- Active Event Time #5 Activities yang Active Disk+ Accept Challenge + Challenge Take on a Active Challenge Challenge 40 Sport Meet-up Event Time #5 Activities yang Active Disk+#2 Social Network+ Event Sport Meet-up for a challenge or safety in numbers Map 41 Feelings-physical Profile Event Time #6 Feelings-physical Disk Profile Gather past information about sensations, symptoms 42 Feelings-physical Event Time #6 Feelings-physical Disk +Q&A pop-up box Tracking Current information physical sensations & symptoms Tracking 43 Feel-physical Challenge Event Time #6 Feelings-physical Disk +Accept Challenge + Challenge Take on a physical feeling Challenge 0 Name View Object Function Goal 44 Feelings-emotional Event Time #7 Feelings’-emotional Disk Profile Gather past information about emotional state Profile 45 Feelings-emotional Track Event Time #7 Feelings’-emotional Disk+Q&A pop-up box Tracking Gather current information about emotional state 46 Emotion to motion Event Time #7 Feelings’-emotional Disk+Accept Challenge + Challenge Take on an emotional Challenge 47 e-IQ Free the Birds Event Time #7 Feelings’-emotional Disk+ Story Identify emotions & thought behind feelings. Repeat. 49 Value Profile: Event Time #8 Values Disk Profile Use Scenario planning, dilemmas, paradox, Q&A 50 Value Tracking: Event Time #8 Values Disk +Q&A pop-up box Tracking How motivating is the value tied to challenge? 51 Value Challenge Event Time #8 Values Disk +Accept Challenge + Challenge Take on a values challenge
  9. 9. 52 Dear Abby value Event Time #8 Values Disk Story “Dear Abby” letters as value dilemmas. Prioritize dilemmas 54 Why do it? Event Time #8 Values Disk Story Associate values with all Challenge events 55 I know why, why do you? Social Net #8 Values Ring Story Share values associated with Challenge events 56 Coach Tryouts Event Time Future Will Challenge Prep Area Challenge Game Pick your Attitude Coach Avatar Story 57 Visualize Game Plan Win Event Time Future Will Challenge Prep Area Challenge Game POVTOON (ver.1.0) prompt to visualize success Story 58 Now Choose! Event Time Now Choose! Challenge Area +(Mis)Match Challenge Game DO/DON’T buttons, If choice Matches Challenge Game Plan Will Counters/Ratio + Bet on Better Story power counters increase 59 Game Match License? Event Time Past Will Debrief Area+Y/N Moral License Let Challenge Game After Match Moral Licensing danger >, do you feel entitled to do what Go+Time Capsule Story you wouldn’t normally? 60 Moral or Stress Mess Up Event Time Past Will Debrief Area +Y/N Act on Moral License Challenge Game record on video rationalizations after Match moral licensing or License Time Capsule +TimeCapsule Story Mis-Match Stress Licensing 61 Poor Entitled King Event Time Recent Past Will Debrief Area +Time Capsule +Poor- Challenge Game Aftermath of licensed actions. Feel & deal with the consequences. Rich Meter+Off Purpose Path+Social Perception+ Story Schedule CUMUC. ASAP 62 Mis-Match Wake up Call Event Time Now Choose! Challenge Area +(Mis)Match Challenge Game DO/DON’T buttons. If choice is a Challenge Game Plan Mismatch Counter/Ratio +Wake up Call Bet Story Impulse counter increases 63 Post-Game Mis-Match Event Time Recent Past Will Debrief Area + Y/N Stress Mess Up Challenge Game After Mis-match >danger of Mess Up Stress Licensing, do you feel Stress License? License? Let if Go + Time Capsule Story entitled to do what you wouldn’t normally? 64 CUMUC Clean Up Mess Event Time Redemption checklist + Schedule extra challenge + Challenge Game Clean Up Mess Up Challenge after Screw up, need to get back in Up Challenge POVTOON + Time Capsule Story integrity with self & others.Data Production Table Table III # 5B New Data Generation # 5B New Data Generation 2 Biographical profile & contact information, name, DOB, address/time, email, 39 Physical activity behavior modification with defined Challenges marital status, number of children, etc. 3 Risk Assessment instrument Q&A/ Risk Assessment instrument results 40 Data on solo v group exercise 4 Relate gambling approaches & motivation 41 Memory & available medical history of Dx, Sx 5 Real-time information on type & quantity of interpersonal communications 42 Gather real-time information on physical feelings 6 Data on social flexibility 43 Physical sensation modification with defined Challenges 7 Hypothesis tested challenges 44 Memory reports of emotional & mental health history 8 Family biographical health history. Map relationships within social network 45 Gather real-time information on perceived emotions 9 Real time compliance & symptom data 46 Emotional IQ modification with defined Challenges 11 Data on intra-group support 47 Efficacy of emotional cognitive reframe of amygdale stored events 12 Data on social health behavior 49 Memory report of what player has cared about 13 Data on patient coordinated social support networks 50 Real-time success data on player valuation of will power Challenge 20 Relationship of intrinsic values, future discounting, will & health metrics. 51 Data on iterative re-evaluation tied to Challenges 21 Relationship of empathy & choice when future consequences valued 52 Data on narrative dilemmas to elicit learned values 23 External device data on food & exercise from Fitbit 54 Data on operationally potent values increasing will power success 24 Reliable tracked food quality & quantity of consumption estimates 55 Data on emergent network will power & shared values 25 Memory report of past food & beverage consumption history 56 Data on effective matching of player character & coaching styles 26 Data on eating behavior modification with defined Challenge interventions 57 Data on visual value symbols & exercise of will power 31 Memory report of past sleep & rest history 58 Relationship between will power, valued plan & impulse. 32 Tracking data parasympathetic activities, i.e. sleep, rest, breath, etc. 59 Data on perceived win & susceptibility to moral licensing 33 Rest & sleep behavior modification with defined Challenges 60 Effects of videos of self-rationalization of moral licensed behavior 34 External HRV device parasympathetic status in broad health data context 61 Relationship of videos, unhealthy choice, consequences & judgment 35 Data on breath control, stress reduction & compliance 62 Relationship between impulse, & motivation of a valued plan 38 Gather real-time information on defined physical activities 63 Relationship between stress, impulse & valued plan. 36 Data on guided 10 min. movement away from risky impulse 64 Taking responsibility, reconciliation, distinguish guilt & shame 37 Memory report of exercise & physical activities.