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Slides for talk at Games for Health conference. Mindhabits: The Development of an Emotion Trainer game for Stress Reduction

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