Mind Habits Emotion Trainer Games For Health 2008

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Game designed from scientific psychology, for reducing stress by changing mental habits.

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Mind Habits Emotion Trainer Games For Health 2008

  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.  Can a computer game train positive habits of thought, to build self-confidence and reduce stress?  Research Background  Game development and marketing
  3. 3.  Social intelligence – one’s way of thinking about self and other – is central to human health and happiness throughout life.
  4. 4.  Automatic habits of thought  Attention, emotional associations, rumination
  5. 5. Visual Probe Test
  6. 6. Visual Probe Test
  7. 7. Visual Probe Test
  8. 8. 6 00 .0 0 3 00 .0 0 Cortisol AUC (arbitrary units) 0 .00 - 3 0 0.0 0 - 6 0 0.0 0 - 6 0 .0 0 - 4 0 .0 0 - 2 0 .00 0 .00 2 0.0 0 4 0.0 0 Re je ction Bia s Sc o re s Dandeneau, Baldwin, et al. Journal of Personality and Social Psychology, 2007
  9. 9.  Social Intelligence and Social Neuroscience research is investigating possibilities for training thought processes about self and others.
  10. 10. Emotion Training  How might we help people train automatic habits of thought, to boost self-esteem and self- confidence, and to reduce stress?
  11. 11. Emotion Training  Similar to Brain Trainers, but instead of aimed at helping you THINK better; aimed at helping you FEEL better
  12. 12. 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
  13. 13. Find the smiling, accepting face
  14. 14. Find the 5-petalled flower
  15. 15. 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)
  16. 16. 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)
  17. 17. 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.
  18. 18. Toward a Game: Licensed to MindHabits TelefilmCanada’s “Great Canadian Video Game Competition”: Won $1.3 M  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
  19. 19.  Created the MindHabits Trainer  www.mindhabits.com  Soon on multiple platforms, starting with casual game space
  20. 20.  Four training games  100+ levels  Five tracker tasks  “Outlook” score tracks progress  Science Lab  Explain how and why
  21. 21. Inhibition
  22. 22. Association
  23. 23. Association
  24. 24. Activation
  25. 25.  Trackers: Measurement modules to assess the player’s current state of mind.
  26. 26. Focus
  27. 27. Look
  28. 28. Stroop
  29. 29. Blink
  30. 30. Self-Report
  31. 31.  Outlook score is calculated from trackers; shows progress over time
  32. 32.  Science Lab section gives game info and scientific background
  33. 33. 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
  34. 34. 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
  35. 35. 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
  36. 36.  www.MindHabits.com  Mark.Baldwin@mindhabits.com
  37. 37. 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
  38. 38. 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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