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Playing a game helps high-
schoolers think about
themselves in a different way ...AND our friends!
Stressor: High-schoolers are dealing with
unreasonably high standards and very few metrics
through which they can define themselves.
“When everyone is
rich, beautiful, and
smart, how are
you supposed to
differentiate
yourself?”
“There are so many pathways
to success. In a culture that
focuses on just a few we are
not only competing for
resources, we are ignoring the
fact that niches that need to be
filled are going unfilled.”
“They’re expected to be
successful in a way that
other people define
success.”
“No teens are asking
‘how do I want to be
successful?’ because
exploring different paths
is rejected.”
Dr. Kara Fitzpatrick
What we learned from Kara:
High-schoolers need to be inspired to individuate in a way that
makes them feel excited about who they are and about
pursuing authentic interests!
POV: How might we get high-schoolers to reflect on who they
are (interests, etc.) in a way that is fun and non-stressful?
SBTM: Play a card game with 2+ friends that facilitates positive
self-reflection.
We tried these low-fidelity prototypes:
An app
-complete “identity” statements
-post anonymously
-join a conversations
A Notebook
-complete “identity” statements
-check statements that you resonate with
But the winner was...
● most enjoyable when we
gamified it
● easier when provided with
options
● discussion between friends
about personal interests and
characteristics
A Game:
Cards 4 Identity
How can we enhance our prototype?
● Gamify it further!
● Capture personal insights
Final Prototype
Trial Design
● N= 20 students
● 80% female, 20% male
● Age: 15-19 years old (mean age 16.4, SD=1.2)
● Surveys:
o Brief measure of self-esteem (pre and post)
o 7 Statements on a 5-point Likert Scale
o 3 open-ended questions about their
experience (post)
vs.
Research Q: Will playing Cards 4 Identity facilitate
reflection on non-obvious personal insights?
The game helped me to think
about myself in a different
way*
*p=.01
The game challenged me
to think about my friends*
*p=.01
I really enjoyed having to take
all the info I knew about those
people and to guess based off
of 2 words
Trying to identify which ones
are serious and which ones are
people's sense of humor
We could just enjoy being
and laughing with [friends]
I really liked the
cards!
Having someone guess a
combo for you that you
don't feel describes you
I realized that some of my
friends don't know me as
well as I thought they did :(
Feeling self-conscious
Not enough card variety
Reflection sentences
Challenges:
1. Not everyone
had FB
2. 2nd group of
kids were at
lunch and
were rushed
at the end
Quote from a participant’s sister:
“My brother said they loved the game. One of
the girls who played just lost a school election a
few days ago and he says this is the first time
that she has smiled and acted normal since
then.”
We built a game that helped
high-schoolers think about
themselves in a different way.
Unexpectedly, the social
aspect of the game was their
favorite part, and may be a key
ingredient.
● Yet, this is also a challenge
for some.
Conclusive NOI
Next steps for game development
● How do we make our SBTM daily? Maybe make a
game app that teens can play on their smartphone?
● Minimizing social anxiety risk - anonymity?
● Extending the card deck & re-thinking the rules

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Cards 4 Identity Final Presentation

  • 1. Playing a game helps high- schoolers think about themselves in a different way ...AND our friends!
  • 2. Stressor: High-schoolers are dealing with unreasonably high standards and very few metrics through which they can define themselves. “When everyone is rich, beautiful, and smart, how are you supposed to differentiate yourself?” “There are so many pathways to success. In a culture that focuses on just a few we are not only competing for resources, we are ignoring the fact that niches that need to be filled are going unfilled.” “They’re expected to be successful in a way that other people define success.” “No teens are asking ‘how do I want to be successful?’ because exploring different paths is rejected.” Dr. Kara Fitzpatrick
  • 3. What we learned from Kara: High-schoolers need to be inspired to individuate in a way that makes them feel excited about who they are and about pursuing authentic interests! POV: How might we get high-schoolers to reflect on who they are (interests, etc.) in a way that is fun and non-stressful? SBTM: Play a card game with 2+ friends that facilitates positive self-reflection.
  • 4. We tried these low-fidelity prototypes: An app -complete “identity” statements -post anonymously -join a conversations A Notebook -complete “identity” statements -check statements that you resonate with
  • 5. But the winner was... ● most enjoyable when we gamified it ● easier when provided with options ● discussion between friends about personal interests and characteristics A Game: Cards 4 Identity
  • 6. How can we enhance our prototype? ● Gamify it further! ● Capture personal insights
  • 8.
  • 9. Trial Design ● N= 20 students ● 80% female, 20% male ● Age: 15-19 years old (mean age 16.4, SD=1.2) ● Surveys: o Brief measure of self-esteem (pre and post) o 7 Statements on a 5-point Likert Scale o 3 open-ended questions about their experience (post) vs.
  • 10. Research Q: Will playing Cards 4 Identity facilitate reflection on non-obvious personal insights? The game helped me to think about myself in a different way* *p=.01 The game challenged me to think about my friends* *p=.01
  • 11. I really enjoyed having to take all the info I knew about those people and to guess based off of 2 words Trying to identify which ones are serious and which ones are people's sense of humor We could just enjoy being and laughing with [friends] I really liked the cards! Having someone guess a combo for you that you don't feel describes you I realized that some of my friends don't know me as well as I thought they did :( Feeling self-conscious Not enough card variety
  • 12. Reflection sentences Challenges: 1. Not everyone had FB 2. 2nd group of kids were at lunch and were rushed at the end
  • 13. Quote from a participant’s sister: “My brother said they loved the game. One of the girls who played just lost a school election a few days ago and he says this is the first time that she has smiled and acted normal since then.”
  • 14. We built a game that helped high-schoolers think about themselves in a different way. Unexpectedly, the social aspect of the game was their favorite part, and may be a key ingredient. ● Yet, this is also a challenge for some. Conclusive NOI
  • 15. Next steps for game development ● How do we make our SBTM daily? Maybe make a game app that teens can play on their smartphone? ● Minimizing social anxiety risk - anonymity? ● Extending the card deck & re-thinking the rules

Editor's Notes

  1. The “Playing a game can facilitate thinking about ourselves in a different way” is our first major finding that came from the data the “...And our friends” piece was the NOI that came from the data (it’s non-obvious because it wasn’t part of the original research question)
  2. For our deep dive interview, we spoke to Dr. Kara Fitzpatrick because she is not only a mom of a local teenage student, she is a local clinical psychologist who regularly conducts suicide evaluations of teenagers.
  3. learning that the card game was the clear favorite..
  4. Like Cards 4 Identity page on FB Players are dealt 3 of each color card (purple = people, red = traits, green = places, yellow = things to do) “Guesser” flips a statement card
  5. 4. Other players use their cards (of the appropriate colors) to complete the statement that best represents them! - place their cards face down in the center. Guesser flips the cards and guesses which cards belong to which players and WHY (spur discussion) 5. If the guesser guesses correctly - that player posts a picture of their statement to the cards for identity page 6. Points are awarded for the round: how many guesses correctly, who posted pictures, which statement the guesser thought was most authentic 7. At the end of the 4 rounds - go to the Cards 4 Identity page and reply to the statements with “I learned that I/my friend…”
  6. 2 high-schools schools: Paly & Kehillah
  7. Research design - we wanted to recruit 20 high school students, and randomly assign them play either Cards4Identity, or Apples to Apples. We had no difference between the 2 groups on how fun they were, how much they liked the games, how confident they were and their likelihood of playing it again. We found 2 statistically significant differences between the groups….. (show boxplots). Interestingly, there were no differences on the item “the game challenged me to think about myself” suggesting that thinking about myself in a DIFFERENT way was the key difference.
  8. We asked what were the best and worst things about the game. People were really homogenous about what they liked - they really liked the social aspect of the game… (read quotes). While 18% liked the cards themselves. However, turns out this was also the least liked aspect of the game, and was uncomfortable for some person. One person felt self-conscious in this process, so that’s not great.