The document describes a proposed game called "Darpan" meant to help players reduce stress by focusing on inner reflection and transformation. The game's premise is based on ancient Indian scriptures and is intended to guide players through levels of self-discovery towards their inner self or "atman". Player data like vital signs and behaviors would be collected each month to measure health outcomes as players progress. The goal is for repeated play to lead to long-term behavioral changes and stress reduction through developing qualities like patience, kindness, and renunciation of negative habits.
Slides from my invited keynote for Game To Learn: Take 2 in Dundee, Scotland on March 18, 2011.
Abstract:
"All you need to understand is everything you know is wrong.”—Weird Al
My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?
Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.
Note: This version has stills in place in the movies to reduce the file size for sharing.
The document discusses synergy and teamwork. It introduces the 7 synergy steps for leading leaderless teams, which include: 1) individuals spending time alone in solitude, 2) coming together in a circle, 3) establishing a shared vision and goals, 4) sharing individual experiences while appreciating others, 5) dissolving boundaries between individuals, 6) proliferating resources and journeying into the unknown together, and 7) creating new possibilities as a team. The steps are explained as a process that can help teams achieve synergy through self-directed work.
This document discusses using research-based planning and marketing for the Indonesian Scouts Movement. It outlines the benefits of research in driving policy discussions and decision making. It emphasizes conducting systematic research through developing hypotheses and testing relationships between variables. The document provides examples of measuring relationships, feelings, and attitudes of Scouts through constructs and charts. It also discusses setting research objectives and questions, identifying specific respondent groups, and methods for conducting research such as focus groups, sampling, data collection, analysis, and conclusion. Lastly, it proposes using a PR and marketing plan to provide a coherent framework to prioritize, monitor, and evaluate actions in a proactive manner over multiple years.
The document outlines an upcoming "Core Values" workshop which will help participants discover their innate preferences and how they differ from others, leading to conflicts, but also how to improve relationships, redefine leadership, and ensure they are doing the right kind of work by taking a values assessment. The workshop facilitator emphasizes that understanding oneself and others better can help people gain more control over their lives and interactions.
(1) This document is a progress report template for a student named [PUPIL'S NAME] that was created by Gregory A. Worosz to be used for the "Final Fiesta" project. (2) It includes sections for demographic information, inappropriate behaviors, reinforcers, strengths and weaknesses, skills worked on at different levels, general working tips, and recommendations. (3) The student completing the report should fill in the pupil's information and data in the tables and replace italicized instructions with the appropriate text.
1) The document discusses developing signature presence, which is the unique set of attitudes and assets that define how an individual shows up for others. It involves understanding one's strengths, values, and how to communicate in powerful ways.
2) The reflective journal prompts the reader to reflect on qualities of admired individuals, their own strengths and talents, values and virtues, and how to apply this self-knowledge to show up authentically for others.
3) Developing signature presence involves deep self-reflection to understand how to communicate one's essence and have confidence, ease and impact with others. The journal is designed to guide this reflective process of discovery.
This document provides an overview of positive psychology and how coaches can apply its principles. Positive psychology is defined as the scientific study of human flourishing and focuses on strengths rather than weaknesses. Research shows that adopting approach goals rather than avoidance goals and focusing on positive emotions can help people flourish. Coaches are encouraged to help clients identify their signature strengths using the VIA classification of 24 strengths and apply those strengths to achieve goals and make weaknesses irrelevant.
Slides from my invited keynote for Game To Learn: Take 2 in Dundee, Scotland on March 18, 2011.
Abstract:
"All you need to understand is everything you know is wrong.”—Weird Al
My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?
Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.
Note: This version has stills in place in the movies to reduce the file size for sharing.
The document discusses synergy and teamwork. It introduces the 7 synergy steps for leading leaderless teams, which include: 1) individuals spending time alone in solitude, 2) coming together in a circle, 3) establishing a shared vision and goals, 4) sharing individual experiences while appreciating others, 5) dissolving boundaries between individuals, 6) proliferating resources and journeying into the unknown together, and 7) creating new possibilities as a team. The steps are explained as a process that can help teams achieve synergy through self-directed work.
This document discusses using research-based planning and marketing for the Indonesian Scouts Movement. It outlines the benefits of research in driving policy discussions and decision making. It emphasizes conducting systematic research through developing hypotheses and testing relationships between variables. The document provides examples of measuring relationships, feelings, and attitudes of Scouts through constructs and charts. It also discusses setting research objectives and questions, identifying specific respondent groups, and methods for conducting research such as focus groups, sampling, data collection, analysis, and conclusion. Lastly, it proposes using a PR and marketing plan to provide a coherent framework to prioritize, monitor, and evaluate actions in a proactive manner over multiple years.
The document outlines an upcoming "Core Values" workshop which will help participants discover their innate preferences and how they differ from others, leading to conflicts, but also how to improve relationships, redefine leadership, and ensure they are doing the right kind of work by taking a values assessment. The workshop facilitator emphasizes that understanding oneself and others better can help people gain more control over their lives and interactions.
(1) This document is a progress report template for a student named [PUPIL'S NAME] that was created by Gregory A. Worosz to be used for the "Final Fiesta" project. (2) It includes sections for demographic information, inappropriate behaviors, reinforcers, strengths and weaknesses, skills worked on at different levels, general working tips, and recommendations. (3) The student completing the report should fill in the pupil's information and data in the tables and replace italicized instructions with the appropriate text.
1) The document discusses developing signature presence, which is the unique set of attitudes and assets that define how an individual shows up for others. It involves understanding one's strengths, values, and how to communicate in powerful ways.
2) The reflective journal prompts the reader to reflect on qualities of admired individuals, their own strengths and talents, values and virtues, and how to apply this self-knowledge to show up authentically for others.
3) Developing signature presence involves deep self-reflection to understand how to communicate one's essence and have confidence, ease and impact with others. The journal is designed to guide this reflective process of discovery.
This document provides an overview of positive psychology and how coaches can apply its principles. Positive psychology is defined as the scientific study of human flourishing and focuses on strengths rather than weaknesses. Research shows that adopting approach goals rather than avoidance goals and focusing on positive emotions can help people flourish. Coaches are encouraged to help clients identify their signature strengths using the VIA classification of 24 strengths and apply those strengths to achieve goals and make weaknesses irrelevant.
The document provides an overview of a behavior change design workshop presented by Olga Elizarova and Ciara Taylor. The agenda includes an icebreaker, introductions to behavior change design, behavior change theories, game design, and a game activity. The workshop aims to teach participants how to use behavior change and game design principles to create interventions that promote sustainable behavior change.
The document outlines 7 steps to build a balanced life with lasting results. Step 1 involves discovering personal challenges, strengths, and needs. Step 2 is to analyze values, priorities, and development areas. Step 3 is creating a compelling long-term vision for oneself. Step 4 is setting SMART goals. Step 5 is planning by focusing on achievable goals and identifying gaps. Step 6 is taking action on the plan. Step 7 reviews results and makes improvements to continuously build a balanced life through turning the steps into habits.
The workbook provides templates and prompts to guide self-reflection exercises around topics like personal purpose and vision, understanding human nature, identifying problems in the system, generating breakthrough ideas, and developing an impact model. Users are prompted to fill in blanks and answers to thought-provoking questions in order to develop insights that could form the basis for social or environmental initiatives.
This document provides tactics for effective online fundraising. It outlines elements of an online fundraising game plan such as strategy, ambassadors, website, and metrics. It recommends answering questions about targets, goals, story, and impact before launching a campaign. Fundamentals include clear goals, strong visuals, leveraging your team, and thanking donors. Top plays include incentives, matching funds, and videos. Factors to consider are campaign length, segmentation, backup plans, and competition. Resources for additional information are also provided.
This document provides information about working with pathological gambling and mania. It defines the criteria for a manic episode according to the DSM-4, including symptoms such as elevated mood, decreased need for sleep, distractibility, and risky behavior. It notes that gambling during a manic episode may be attributed to the episode, but gambling outside of episodes suggests both conditions. The document also defines personality disorders and lists their prevalence in pathological gambling patients. It provides descriptions and criteria for specific personality disorders like narcissistic personality disorder. An exercise case study is included about working with a client named Robert who displays narcissistic traits. Outcome measures for evaluating gambling treatment are discussed.
Slides from my talk at Bitspiration 2012. Posing the question if fun is a helpful concept in game testing and what alternatives there are. Giving a case study of an indie action game and showing further implications.
Leading With Heart: Incorporate Emotional Intelligence Into Your Leadership S...William DeFoore
The document discusses how leading with vision and positive emotional leadership can inspire loyalty and commitment. It explores different leadership styles and their emotional impacts, finding that styles with positive emotion resulted in better financial returns. The document then discusses theories of the triune brain and its reptilian, mammalian and neocortical parts, and how leading with both head and heart by addressing the needs of each brain region can create more effective whole-brain leadership.
Quantified Self: How digital technologies can help change behaviors (and mayb...Dana Allen-Greil
How does self-tracking work? Why do people do it? And why should we care? My thoughts on a digital trend that might help change the world for the better using technology (sensors + mobile + social media + gamification).
232 million people can't be wrong Or: How I learned to stop worrying and star...Kath Straub
UPA long abstract: Do you ever wonder why people PLAY Farmville (Frontierville, Mafia Wars, …)?
Do you think about which elements of Farmville fun could make work applications less work?
If you answered “Yes” to either question this talk is for you. Join us for a lively exploration of
o How games like Farmville apply the psychology of behavioral change, reinforcement and social momentum to (re-)shape target behaviors.
o How the same persuasive, behavioral change elements are applied in “serious games” encouraging health, wellness and other behavioral change.
Along the way, we use real examples and exercises to help you rethink your applications and designs in terms of behavioral change and persuasive design.
kath@usability.org
@kathstraub
www.usability.org
The document provides an overview of a behavior change design workshop presented by Olga Elizarova and Ciara Taylor. The agenda includes an icebreaker, introductions to behavior change design, behavior change theories, game design, and a game activity. The workshop aims to teach participants how to use behavior change and game design principles to create interventions that promote sustainable behavior change.
The document outlines 7 steps to build a balanced life with lasting results. Step 1 involves discovering personal challenges, strengths, and needs. Step 2 is to analyze values, priorities, and development areas. Step 3 is creating a compelling long-term vision for oneself. Step 4 is setting SMART goals. Step 5 is planning by focusing on achievable goals and identifying gaps. Step 6 is taking action on the plan. Step 7 reviews results and makes improvements to continuously build a balanced life through turning the steps into habits.
The workbook provides templates and prompts to guide self-reflection exercises around topics like personal purpose and vision, understanding human nature, identifying problems in the system, generating breakthrough ideas, and developing an impact model. Users are prompted to fill in blanks and answers to thought-provoking questions in order to develop insights that could form the basis for social or environmental initiatives.
This document provides tactics for effective online fundraising. It outlines elements of an online fundraising game plan such as strategy, ambassadors, website, and metrics. It recommends answering questions about targets, goals, story, and impact before launching a campaign. Fundamentals include clear goals, strong visuals, leveraging your team, and thanking donors. Top plays include incentives, matching funds, and videos. Factors to consider are campaign length, segmentation, backup plans, and competition. Resources for additional information are also provided.
This document provides information about working with pathological gambling and mania. It defines the criteria for a manic episode according to the DSM-4, including symptoms such as elevated mood, decreased need for sleep, distractibility, and risky behavior. It notes that gambling during a manic episode may be attributed to the episode, but gambling outside of episodes suggests both conditions. The document also defines personality disorders and lists their prevalence in pathological gambling patients. It provides descriptions and criteria for specific personality disorders like narcissistic personality disorder. An exercise case study is included about working with a client named Robert who displays narcissistic traits. Outcome measures for evaluating gambling treatment are discussed.
Slides from my talk at Bitspiration 2012. Posing the question if fun is a helpful concept in game testing and what alternatives there are. Giving a case study of an indie action game and showing further implications.
Leading With Heart: Incorporate Emotional Intelligence Into Your Leadership S...William DeFoore
The document discusses how leading with vision and positive emotional leadership can inspire loyalty and commitment. It explores different leadership styles and their emotional impacts, finding that styles with positive emotion resulted in better financial returns. The document then discusses theories of the triune brain and its reptilian, mammalian and neocortical parts, and how leading with both head and heart by addressing the needs of each brain region can create more effective whole-brain leadership.
Quantified Self: How digital technologies can help change behaviors (and mayb...Dana Allen-Greil
How does self-tracking work? Why do people do it? And why should we care? My thoughts on a digital trend that might help change the world for the better using technology (sensors + mobile + social media + gamification).
232 million people can't be wrong Or: How I learned to stop worrying and star...Kath Straub
UPA long abstract: Do you ever wonder why people PLAY Farmville (Frontierville, Mafia Wars, …)?
Do you think about which elements of Farmville fun could make work applications less work?
If you answered “Yes” to either question this talk is for you. Join us for a lively exploration of
o How games like Farmville apply the psychology of behavioral change, reinforcement and social momentum to (re-)shape target behaviors.
o How the same persuasive, behavioral change elements are applied in “serious games” encouraging health, wellness and other behavioral change.
Along the way, we use real examples and exercises to help you rethink your applications and designs in terms of behavioral change and persuasive design.
kath@usability.org
@kathstraub
www.usability.org
2. Agenda
Executive Summary
Background to our Solution
Characteristics of well designed games and References
‘Darpan’ – Construct of the game
Sample UI & Reports
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3. Executive Summary
Stress is the major modern day problem that has become epidemic, and for many it has become the ‘new
normal’. We believe, this ‘new normal’ is corroding the very fabric of society, impacting people’s lifestyles, their
outlook towards life, and their value system.
Focusing the mind on to a higher goal is the thrust of the Bhagavat Gita.
The strategic intent of the game ‘Darpan’ (Sanskrit word meaning ‘mirror’) is to provide individuals with a mirror
where they can take a critical look at themselves. ‘Darpan’ is however different from the conventional mirror,
in that it does not reflect the physical body, but it reflects the inner self or conscious. By carefully observing this
inner self and making right choices, the players would be able to steer themselves towards higher and
inspirational goals, and the hope is, that in doing so they would be able to gradually experience an
inner transformation leading to behavioral changes and better health outcomes.
The key aspects of the game would be:
a. to make it interesting and challenging for the players by taking them through a structured and proven path
in the form of levels
b. aligning the game outcomes to their health outcomes
c. generating high quality data, that can be used for further research purposes
d. Identifying potential for new devices that could be built or existing ones that could be leveraged to make it
more interactive (where and if applicable, as the game is more to do development of the mind and
intellect)
The game is targeted towards young adults and adults of any gender. 3
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4. Background to our solution
The premise for ‘Darpan’ is the age old Indian scriptures, the Vedanta, that dates back 4000+ years.
Vedanta represents the philosophical portion of the ancient scriptures of India, the Vedas. Specifically, it
refers to the final portion of the Vedic literature, the Upanishads, but it also includes the Bhagavad Gita, the
great epics of India, as well as many other texts, hymns, and writings.
According to the Vedantic teachers, there are various means and methods that can be used in the development
of the self, based on his/her nature, inclination, and personality. Vedanta says - "You are the architect of your
misfortune and you are the architect of your fortune."
In addition, please refer to the blog ‘Dew Drops’, (http://bgft.wordpress.com/) a voluntary service, focused on
spreading the knowledge of the Vedanta. This team also organizes lectures by scholars and teachers in the
field of Vedanta.
We see ‘Darpan’ as bringing together of this cumulative knowledge and experiences in a third form, in the
form of gameification. We see this as a natural extension to something that we are already into, and hence
are very excited to be part of this opportunity.
4
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5. ‘Darpan’ – Construct of the game
• Brief Description of the game
• The game would have a pre-defined set of characters called ‘jivas’. Each jiva
has certain very dominating qualities that he / she would like to improve
upon, and those qualities are assigned by the player (for e.g. - the jivas may
have issues like anxiety, anger, greed, jealousy, selfishness, fear, lust,
arrogance, hatred, laziness,…the habits of the jivas can also be defined –
smoking, drinking, junk food, late nights…and lastly jiva’s vital signs can also
be captured – BP, Sugar, Pulse, Weight, Height… ).
• All jivas have one thing common in them called ‘atman’ that is pure and
golden. So, though the jivas may look different and have different physical
qualities, the atman in all, is one and the same and unaffected by the
qualities manifested by the jiva at the physical level
• The problem is that these jivas have identified themselves with their
physical attributes so strongly, that they have lost their inner connection to
the atman, and therefore don’t recognize the atman within them
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6. ‘Darpan’ – Construct of the game (2)
• Goals and Objectives of the game
• The road to atman is to work through these negative qualities that the jiva is
wrestling with
• The goal of the game is to drive behavioral change that will draw the
jivas closer to the atman. This journey of self-discovery leading up to
the ‘atman’ is ‘Darpan’
• Hypothesis
• The hypothesis is that, this journey of inner excellence would also transform
the jiva, from a distressed jiva to a de-stressed jiva, leading to better health
outcomes
• Levels and Player profile
• The game will comprise of 5 logical levels. Targeted for ages 18 and above
6
CONFIDENTIAL
7. ‘Darpan’ – Construct of the game (3)
• How is it played ?
• Darpan is a board game with 100 cells – marked 1-100
• The Jiva starts at cell 1 and is expected to reach cell 100. As the Jiva goes
through this journey to reach the 100 mark, he/she will experience the trials
and tribulations of life
• At each step he/she has the choice to reflect and assess himself/herself
• Based on the assessment, positive trend in the assessment gives jiva the
bonus points to move on, and a negative trend would mean jiva having to
work harder to improve by taking a few steps back
• In this way, the jiva (player) tries to focus on the qualities and habits that
he/she needs to work on to get the final state of liberation.
• Every month (1st month becomes the monthly baseline to compare
against)
• the jiva reports his/her vital sign information – weight, blood pressure,
pulse, sugar levels, sleep quality, change in food habits…
7
CONFIDENTIAL
8. ‘Darpan’ – Construct of the game (4)
• As the jiva works towards improving her/her qualities
• The jiva visually may look more cheerful, more active, dynamic, positive.
Shows a jiva that is transforming itself
• Likewise, If the jiva drops in performance, then the jiva would demonstrate
qualities that are repulsive, annoying and lacking spring in the step
• Plan is to model this through animation
• Performance Dashboards, Reports
• The game would also have options where the jiva could look up his / her
vital signs, trends in the qualities, define goals for itself for the month
• Reward itself on successes and punish itself when not able to keep up with
resolutions
• Motivational Clues
• The game would offer clues to motivate the jiva to put extra efforts to get
over a level or avoid doing something that would push him back, caution
when on borderlines
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9. ‘Darpan’ – Construct of the game (5)
• Outputs (each month) that could be incorporated into the Aligning Forces data
set
• Behavioral data of the jiva on graded scales
• Vital signs data of the jiva
• Data on the habits
• Other data (optional data) offered by the jiva that may be useful for
research and analysis (unstructured data)
• Noticeable shifts in trends
• Any positive improvements in behavioral data
• Any resulting improvements in habits data
• Consequently any improvements in vital signs
9
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10. So on..
• As the Jiva goes through this journey,
– Starts seeing positive results in the areas where it was able to bring
about change
– Starts seeing improvement in overall quality of life
– Starts realizing that the problem is not outside but within
– Starts realizing that it is the architect of its fortune or misfortune
– Start noticing improvement in general health
– It no longer has to rely on the game because at some point the
intellect of the jiva is strong enough to manage on its own
10
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11. Darpan
Tranquility
Spiritual Reading Report
100 99
Exercise 98
Go back to last 97
vital
signs
96
Sports 95
Go back to last
incomplete 94 93
Music 92 91
Drinking
incomplete/+2
+1
Steadfastness of
purpose Devotion Malice
81
Go back to last 82 83
Drinking 84
Go back to last
incomplete
85 86
LifeStyl 87 88
Go back to last
incomplete
89
Dieting 90
incomplete
+1 +1 Disinclination /+1 Freedom from
Self Restraint towards fault Gentleness anger
80
Report
vital
79 78
Go back to last
incomplete
77
LifeStyl 76
finding
Go back to last
75 74
Go back to
last
73
Dieting 72 71Go back to
last
signs incomplete/+1 incomplete incomplete
/+1
Renunciation +1 +2
Fearlessness
61
Go back to last
incomplete/+2
62
Drinking 63 64
Go back to last 65 66
Dieting 67 68
Purity of heart 69 70
incomplete/+2
Absence of Self- Report
Kindness
60 59
-10/+5 58
Music 57 56
Charity
-10/+5
55 54
conceit
-8/+3
53 52 51vital
signs
Straightforwardn Service to
41
Exercise 42 43 44ess 45 46
Drinking 47 48
LifeStyl 49
others
-10/+5
50
-10/+5
Non- Report
40
Forgiveness
-10/+5
39 38
covetousness 37
Smoking 36 35
vital
signs
34 33
Harmlessness
-7/+3
32 31
Drinking
-7/+3
21 22
Exercise 23 24
Sports 25 26
Cleanliness
-6/+2
27 28
Smoking 29 30
Patience
-6/+3
20
Sports 19 18 17
Truthfulness
-16/+3
16 15
Music 14 13
Self Discipline
-6/+2
12 11
Report
1 2
vital
signs
3
Perseverance
-2/+5
4 5
Exercise 6 Smoking7 8 9 10
Dieting
Habits Qualities
11
CONFIDENTIAL
12. Life Pie – Sample Report
Perseverance
LifeStyl 10 Self Discipline
Music Harmlessness
9
Sports Straightforwardness
8
Weight 7 Cleanliness
6
Drinking 5 Patience
4
Smoking 3 Truthfulness
2
1
Tranquility Kindness Baseline
0
Today
Spiritual Reading Charity
Devotion Service to others
Fault Finding Forgiveness
Self Restraint Non-Covetousness
Gentleness Renunciation
Freedom from anger Fearlessness
Purity of Heart Malice
12
CONFIDENTIAL
14. Characteristics of Well Designed Games
• Interactive
• Immersive
• Challenging and Motivating
• Game Goals aligned with Health Goals (where applicable)
• Boost Knowledge and Skills
• Games are Social
• Games create experiences
References
• Debra Lieberman - Can playing digital games improve our health?
http://www.youtube.com/watch?v=X0aGpr54V_c
• The Proteus Effect
http://www.healthgamesresearch.org/our-publications/research-briefs/the-proteus-effect
• Business Schools are Embracing Indian Philosophy
http://www.braingainmag.com/business-schools-are-embracing-indian-philosophy.htm
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