The document discusses plans for a research study called the Get Happy Club that will use online games to collect behavioral data from depressed patients to help identify markers that can predict success in depression treatment. Players will be recruited from depressed patients and their gameplay will be closely tracked over 6 months to correlate changes in behaviors with treatment outcomes. The games will be instrumented to collect a wide variety of performance metrics beyond just scores to better understand users' cognitive abilities, preferences, motor skills and more. The goal is to generate a large dataset from many participants playing frequently over a long period to help advance research on depression.
This study examined the effects of playing Candy Crush on heart rate over two weeks. The researcher divided each day into periods of no Candy Crush exposure, low exposure (45 minutes of play), and intended high exposure (unlimited play time). Heart rate was recorded after each period. Contrary to predictions, heart rate was highest during no exposure periods, likely due to withdrawal symptoms from restricting Candy Crush play. Though Candy Crush lowered heart rate during play, its addictive nature created stress and increased heart rate when unavailable. The study design could be improved by alternating days of exposure and non-exposure.
The document summarizes the Caught You Being Good classroom management program. It focuses on rewarding students for positive behaviors like class participation, helping others, and going above and beyond. Students earn coins for good behavior that can be used to purchase items from a classroom store or saved for larger items. The program aims to catch students doing good rather than waiting for bad behaviors to occur.
A empresa de tecnologia anunciou um novo smartphone com câmera avançada, tela grande e bateria de longa duração por um preço acessível. O aparelho tem como objetivo atrair mais consumidores para a marca e aumentar sua participação no competitivo mercado de smartphones.
The document discusses several iconic Italian car manufacturers including Ferrari, Lamborghini, Pagani, Fiat, Alfa-Romeo, Lancia, and Bugatti. Ferrari was founded in 1929 by Enzo Ferrari as a racing team and began producing street-legal vehicles in 1947, gaining success in Formula One racing. The other listed manufacturers are all known for producing sports cars and luxury vehicles based in Italy.
Este documento presenta un concierto de música de otoño con el maestro Rodrigo. Se tocará el Adagio del Concierto de Aranjuez. El concierto ha terminado.
The document summarizes the Caught You Being Good classroom management program. It focuses on rewarding students for positive behaviors like class participation, helping others, and going above and beyond. Students earn coins for good behavior that can be used to purchase items from a classroom store or saved for larger items. The program aims to catch students doing good rather than waiting for bad behaviors to occur.
LinkedIn quickguide for job hunting and personal brandingTom Laine
LinkedIn quickguide for job hunting and personal branding, including the current and the upcoming LinkedIn user interfaces. Detailed explanation how your profile should be built for job searching and personal branding purposes.
This study examined the effects of playing Candy Crush on heart rate over two weeks. The researcher divided each day into periods of no Candy Crush exposure, low exposure (45 minutes of play), and intended high exposure (unlimited play time). Heart rate was recorded after each period. Contrary to predictions, heart rate was highest during no exposure periods, likely due to withdrawal symptoms from restricting Candy Crush play. Though Candy Crush lowered heart rate during play, its addictive nature created stress and increased heart rate when unavailable. The study design could be improved by alternating days of exposure and non-exposure.
The document summarizes the Caught You Being Good classroom management program. It focuses on rewarding students for positive behaviors like class participation, helping others, and going above and beyond. Students earn coins for good behavior that can be used to purchase items from a classroom store or saved for larger items. The program aims to catch students doing good rather than waiting for bad behaviors to occur.
A empresa de tecnologia anunciou um novo smartphone com câmera avançada, tela grande e bateria de longa duração por um preço acessível. O aparelho tem como objetivo atrair mais consumidores para a marca e aumentar sua participação no competitivo mercado de smartphones.
The document discusses several iconic Italian car manufacturers including Ferrari, Lamborghini, Pagani, Fiat, Alfa-Romeo, Lancia, and Bugatti. Ferrari was founded in 1929 by Enzo Ferrari as a racing team and began producing street-legal vehicles in 1947, gaining success in Formula One racing. The other listed manufacturers are all known for producing sports cars and luxury vehicles based in Italy.
Este documento presenta un concierto de música de otoño con el maestro Rodrigo. Se tocará el Adagio del Concierto de Aranjuez. El concierto ha terminado.
The document summarizes the Caught You Being Good classroom management program. It focuses on rewarding students for positive behaviors like class participation, helping others, and going above and beyond. Students earn coins for good behavior that can be used to purchase items from a classroom store or saved for larger items. The program aims to catch students doing good rather than waiting for bad behaviors to occur.
LinkedIn quickguide for job hunting and personal brandingTom Laine
LinkedIn quickguide for job hunting and personal branding, including the current and the upcoming LinkedIn user interfaces. Detailed explanation how your profile should be built for job searching and personal branding purposes.
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict...Horizons RG
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict Migration from Social Networking Gaming to Internet Gambling
Session 3A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
The document summarizes research from the Center for Healthy Minds on compassion and how it relates to helping or punishing behaviors. The research found that people higher in empathic concern were more likely to help victims than punish wrongdoers, and among those who chose to punish, those higher in empathic concern punished less. The Center is conducting studies to better understand compassion and how cultivating it through training can promote altruism and impact responses to suffering and wrongdoing.
Sally Gainsbury and Keith Whyte. The Next Horizon: Social Casino Games and Re...Horizons RG
Sally Gainsbury and Keith Whyte. The Next Horizon: Social Casino Games and Responsible Gaming
Session 8A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Mobile gaming provides numerous cognitive and psychological benefits. It can enhance brain efficiency, concentration levels, problem-solving skills, and mood. Specifically, research has shown that strategic mobile games can improve cognitive flexibility and the ability to think creatively. Mobile games also help autistic individuals stay engaged and provide a relaxing escape from stress that can lift one's mood. By posing challenges, they further develop problem-solving tendencies that can help in real life situations. With these benefits, mobile games have become a major form of entertainment as well as a tool to improve various skills and mental well-being.
Video games are emotionally "untroubled." When a person makes an
error, no one else sees (contrary to the public degradation of, say,
striking out in a real world baseball game). And as every mistake
made in gaming helps the player learn the specific action needed the
next time, the player gets the satisfaction of steadily improving and
finally winning.
Dr Anna Thomas
Research Fellow, Swinburne University
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
The Future Doctors of America Club was founded to enrich high school students interested in medical careers. The club's goals are to give members long-term interest in different medical fields, create academic and extracurricular goals, increase knowledge of various fields, and explore many areas of medicine. Members will vote monthly on medical topics to study, participate in trivia games, and occasionally have guest speakers. Joining allows students to choose topics and have fun while learning more than in regular classes to help prepare for college and careers in healthcare. The club meets every Thursday at lunch in Ms. Pytel's room.
The document discusses Malcolm Gladwell's book "Blink" which examines how quick, unconscious decisions called "thin-slicing" can be as accurate as slower, deliberate decisions. It describes several studies including art experts correctly identifying fakes within seconds, a tennis coach predicting double faults, and gamblers unconsciously favoring better decks of cards before consciously realizing. While quick decisions can be accurate, biases from implicit associations can also influence them. The document argues we can improve quick decisions through experience, understanding our biases, and using priming to temporarily change associations.
Persuasive Speech AssignmentAttitude or Behavio.docxaryan532920
Persuasive Speech AssignmentAttitude or Behavior8-10 minutes, 50 pointsOutline day of speech 10 pts.3 sources cited and listed at end of outlineQ&A, Capstone conclusion Visual Support Optional Dates:
Preparing the Persuasive Presentation Three step processTell us what you’re going to tell usTell usTell us what you told us
Steps to followAnalyze audienceSelect topic: attitude, behaviorPlan body, gather materialPrepare Introduction, ConclusionPrepare outline, notesPractice and deliver
Analyze AudienceAudience centeredDemographicsNeeds motivateAttitude/strength
Select Topic Attitude or BehaviorFamiliarCare aboutWhen in doubtNew and timelyImprove health, well being, wealth
Rule of 3IntroductionAttentionPreviewPurposeBody: 3 main Points 3 types supportConclusionAttentionSummaryFinal statement
Why should I??To change attitude or behaviorI want my audience to believe _____I want my audience to do____Audience’s questions Why should I believe___?Why should I do____?
Plan Body Answers to “why should I?”questions become main pointsMP1 You should because___MP2 You should because___MP3 You should because___
Gather Support MP#1FactExampleQuoteMP#2FEQMP#3FEQSupport main pointsFactExampleQuote
Introduction, ConclusionGet AttentionPreview State Purpose Regain attentionSummarizeFinal Statement
TransitionsIntroduction transitionBodyMP1 transitionMP2 transitionMP3 transitionConclusion
Monroe’s Motivating SequenceAttentionNeedSatisfy VisualizeRequest Action
Practice and Deliver10 timesIn front of othersSeek feedbackWatch timeFlexible wording95% eye contactImpromptuManuscriptMemoryExtemporaneous
Visual supportRemove from sight until usedPreview the visualRemove from sight when finishedLarge enough to see from back
Power Point Use phrases not sentencesOnly 3-5 lines40 characters per lineAvoid all caps
Most people who use power point have no power and no point.
QuestionsAnnounceParametersRephrase for allAnswer for allAvoid simple answersIntroduce/plant End with capstoneAttacksAudience has right to attack
R ealizeR espectR efocus
Critique the speeches
Needs Self ActualizationEsteemLove and BelongingSafetyPhysiological
ScaleUnawareAware but opposed
Aware but don’t careInformed, interested, neutralConvinced
Ready to act Explain problemRefute opposing argumentShow issue impacts lifeShow proposal is best solution to problem Reinforce belief, give new reasons
Show how, when and where to act
PersuasionSocial Judgment TheoryAcceptanceRejectionNon-CommitmentEgo Involvement
Cognitive Dissonanceuncomfortable feeling caused by holding two contradictory ideas people have a motivational drive to reduce dissonance by changing their attitudes, beliefs, and behaviors, or by justifying or rationalizing their attitudes, beliefs, and behaviorsDissonance leads to changePost decision dissonance
Selective ExposureAvoiding contrary informationSelecting information consistent with existing beliefs
P ...
The document discusses the negative effects of gambling addiction, including financial and psychological consequences. It also examines whether gambling addiction can be recovered from, why underage gambling is illegal, and tactics casinos use to attract gamblers. The author's career interest is in psychology and helping children with disabilities through their high school career academy program.
The document discusses the concepts of "thin-slicing" and unconscious decision-making presented in Malcolm Gladwell's book "Blink." It provides examples of experts making accurate judgments in mere seconds or minutes in areas like predicting marriage success, tennis serves, and art authenticity. The document also discusses how explaining decisions can undermine accuracy and how priming and experience can shape unconscious preferences and biases.
This document promotes a webinar on financial success hosted by John Assaraf. It discusses how brain science relates to financial achievement and promises to teach attendees how to retrain their brain to win financially. The webinar will cover what holds people back financially, how to break free, and what it takes to achieve financial potential. Attendees are encouraged to attend on November 18th and complete pre-webinar exercises. The winner of a contest answering questions during the webinar will receive $10,000 in personal coaching.
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
This document discusses a study on fan loyalty and its impacts. The study aims to understand fan loyalty as a whole by examining factors like brand loyalty vs. team loyalty, psychological commitment to a team, and the relationship between a team's geographical location and attendance rates. The document provides context on fan loyalty through a literature review discussing theories of identification and how geography, attendance, psychological commitment, and brand vs. team loyalty have been explored in previous research. An informed consent form is also included, outlining the study procedures and ensuring confidentiality and voluntary participation.
008 Essay Help Me Thatsnotus. Online assignment writing service.Tracy Clark
The paper discusses the development of the Montessori Method by Maria Montessori and compares it to the ISD model of instructional design. It provides biographical details of Montessori and describes how her work with children in psychiatric hospitals led her to analyze their needs and design educational programs and materials. The paper compares Montessori's career experiences and method development to the various phases of the ISD model of analysis, design, and development.
Successful marketers know how to use psychological principles to understand their customers, in order to deliver exactly what those customers need and want. All it takes is a little psychological insight, and you're ready for roll. Psychology is power, and applying the following principles to your business can define a whole new approach, and lead to more marketing success than you ever thought possible.
How To Design A Survey That Respondents Want To AnswerPeanut Labs
The document discusses how to design surveys that respondents want to answer by making them more engaging and fun. It provides examples of injecting more personality into surveys by using a lighter tone and word choice in introductions, questions, and answer options. It suggests that there is no perfect question and different ways of asking the same thing can be more interesting. Open-ended questions should give respondents a chance to share final thoughts to improve the survey experience. The overall message is that surveys don't need to be boring and minor changes in wording can create a more positive respondent experience.
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict...Horizons RG
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict Migration from Social Networking Gaming to Internet Gambling
Session 3A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
The document summarizes research from the Center for Healthy Minds on compassion and how it relates to helping or punishing behaviors. The research found that people higher in empathic concern were more likely to help victims than punish wrongdoers, and among those who chose to punish, those higher in empathic concern punished less. The Center is conducting studies to better understand compassion and how cultivating it through training can promote altruism and impact responses to suffering and wrongdoing.
Sally Gainsbury and Keith Whyte. The Next Horizon: Social Casino Games and Re...Horizons RG
Sally Gainsbury and Keith Whyte. The Next Horizon: Social Casino Games and Responsible Gaming
Session 8A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Mobile gaming provides numerous cognitive and psychological benefits. It can enhance brain efficiency, concentration levels, problem-solving skills, and mood. Specifically, research has shown that strategic mobile games can improve cognitive flexibility and the ability to think creatively. Mobile games also help autistic individuals stay engaged and provide a relaxing escape from stress that can lift one's mood. By posing challenges, they further develop problem-solving tendencies that can help in real life situations. With these benefits, mobile games have become a major form of entertainment as well as a tool to improve various skills and mental well-being.
Video games are emotionally "untroubled." When a person makes an
error, no one else sees (contrary to the public degradation of, say,
striking out in a real world baseball game). And as every mistake
made in gaming helps the player learn the specific action needed the
next time, the player gets the satisfaction of steadily improving and
finally winning.
Dr Anna Thomas
Research Fellow, Swinburne University
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
The Future Doctors of America Club was founded to enrich high school students interested in medical careers. The club's goals are to give members long-term interest in different medical fields, create academic and extracurricular goals, increase knowledge of various fields, and explore many areas of medicine. Members will vote monthly on medical topics to study, participate in trivia games, and occasionally have guest speakers. Joining allows students to choose topics and have fun while learning more than in regular classes to help prepare for college and careers in healthcare. The club meets every Thursday at lunch in Ms. Pytel's room.
The document discusses Malcolm Gladwell's book "Blink" which examines how quick, unconscious decisions called "thin-slicing" can be as accurate as slower, deliberate decisions. It describes several studies including art experts correctly identifying fakes within seconds, a tennis coach predicting double faults, and gamblers unconsciously favoring better decks of cards before consciously realizing. While quick decisions can be accurate, biases from implicit associations can also influence them. The document argues we can improve quick decisions through experience, understanding our biases, and using priming to temporarily change associations.
Persuasive Speech AssignmentAttitude or Behavio.docxaryan532920
Persuasive Speech AssignmentAttitude or Behavior8-10 minutes, 50 pointsOutline day of speech 10 pts.3 sources cited and listed at end of outlineQ&A, Capstone conclusion Visual Support Optional Dates:
Preparing the Persuasive Presentation Three step processTell us what you’re going to tell usTell usTell us what you told us
Steps to followAnalyze audienceSelect topic: attitude, behaviorPlan body, gather materialPrepare Introduction, ConclusionPrepare outline, notesPractice and deliver
Analyze AudienceAudience centeredDemographicsNeeds motivateAttitude/strength
Select Topic Attitude or BehaviorFamiliarCare aboutWhen in doubtNew and timelyImprove health, well being, wealth
Rule of 3IntroductionAttentionPreviewPurposeBody: 3 main Points 3 types supportConclusionAttentionSummaryFinal statement
Why should I??To change attitude or behaviorI want my audience to believe _____I want my audience to do____Audience’s questions Why should I believe___?Why should I do____?
Plan Body Answers to “why should I?”questions become main pointsMP1 You should because___MP2 You should because___MP3 You should because___
Gather Support MP#1FactExampleQuoteMP#2FEQMP#3FEQSupport main pointsFactExampleQuote
Introduction, ConclusionGet AttentionPreview State Purpose Regain attentionSummarizeFinal Statement
TransitionsIntroduction transitionBodyMP1 transitionMP2 transitionMP3 transitionConclusion
Monroe’s Motivating SequenceAttentionNeedSatisfy VisualizeRequest Action
Practice and Deliver10 timesIn front of othersSeek feedbackWatch timeFlexible wording95% eye contactImpromptuManuscriptMemoryExtemporaneous
Visual supportRemove from sight until usedPreview the visualRemove from sight when finishedLarge enough to see from back
Power Point Use phrases not sentencesOnly 3-5 lines40 characters per lineAvoid all caps
Most people who use power point have no power and no point.
QuestionsAnnounceParametersRephrase for allAnswer for allAvoid simple answersIntroduce/plant End with capstoneAttacksAudience has right to attack
R ealizeR espectR efocus
Critique the speeches
Needs Self ActualizationEsteemLove and BelongingSafetyPhysiological
ScaleUnawareAware but opposed
Aware but don’t careInformed, interested, neutralConvinced
Ready to act Explain problemRefute opposing argumentShow issue impacts lifeShow proposal is best solution to problem Reinforce belief, give new reasons
Show how, when and where to act
PersuasionSocial Judgment TheoryAcceptanceRejectionNon-CommitmentEgo Involvement
Cognitive Dissonanceuncomfortable feeling caused by holding two contradictory ideas people have a motivational drive to reduce dissonance by changing their attitudes, beliefs, and behaviors, or by justifying or rationalizing their attitudes, beliefs, and behaviorsDissonance leads to changePost decision dissonance
Selective ExposureAvoiding contrary informationSelecting information consistent with existing beliefs
P ...
The document discusses the negative effects of gambling addiction, including financial and psychological consequences. It also examines whether gambling addiction can be recovered from, why underage gambling is illegal, and tactics casinos use to attract gamblers. The author's career interest is in psychology and helping children with disabilities through their high school career academy program.
The document discusses the concepts of "thin-slicing" and unconscious decision-making presented in Malcolm Gladwell's book "Blink." It provides examples of experts making accurate judgments in mere seconds or minutes in areas like predicting marriage success, tennis serves, and art authenticity. The document also discusses how explaining decisions can undermine accuracy and how priming and experience can shape unconscious preferences and biases.
This document promotes a webinar on financial success hosted by John Assaraf. It discusses how brain science relates to financial achievement and promises to teach attendees how to retrain their brain to win financially. The webinar will cover what holds people back financially, how to break free, and what it takes to achieve financial potential. Attendees are encouraged to attend on November 18th and complete pre-webinar exercises. The winner of a contest answering questions during the webinar will receive $10,000 in personal coaching.
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
This document discusses a study on fan loyalty and its impacts. The study aims to understand fan loyalty as a whole by examining factors like brand loyalty vs. team loyalty, psychological commitment to a team, and the relationship between a team's geographical location and attendance rates. The document provides context on fan loyalty through a literature review discussing theories of identification and how geography, attendance, psychological commitment, and brand vs. team loyalty have been explored in previous research. An informed consent form is also included, outlining the study procedures and ensuring confidentiality and voluntary participation.
008 Essay Help Me Thatsnotus. Online assignment writing service.Tracy Clark
The paper discusses the development of the Montessori Method by Maria Montessori and compares it to the ISD model of instructional design. It provides biographical details of Montessori and describes how her work with children in psychiatric hospitals led her to analyze their needs and design educational programs and materials. The paper compares Montessori's career experiences and method development to the various phases of the ISD model of analysis, design, and development.
Successful marketers know how to use psychological principles to understand their customers, in order to deliver exactly what those customers need and want. All it takes is a little psychological insight, and you're ready for roll. Psychology is power, and applying the following principles to your business can define a whole new approach, and lead to more marketing success than you ever thought possible.
How To Design A Survey That Respondents Want To AnswerPeanut Labs
The document discusses how to design surveys that respondents want to answer by making them more engaging and fun. It provides examples of injecting more personality into surveys by using a lighter tone and word choice in introductions, questions, and answer options. It suggests that there is no perfect question and different ways of asking the same thing can be more interesting. Open-ended questions should give respondents a chance to share final thoughts to improve the survey experience. The overall message is that surveys don't need to be boring and minor changes in wording can create a more positive respondent experience.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
1. 1
Welcome.
The Get Happy Club is a game playing club for people here in Minnesota
who are overcoming depression. Join us here and we will help each other -
and help science - as we learn to get better.
Your health-worker recommended you to this site, and you have a full
membership. The Get Happy Club is an exclusive club - it’s open only to
people while they suffer from clinical depression. We are glad you’re here
- but we can’t wait until we have to kick you out.
On our site, you will find favorite single-player games : Solitaire, Sudoku,
Match Three, Find It. Lots more, including two you’ve never seen.
Think of us as a gym. These games are exercise equipment for your brain.
Don’t miss a single workout. Your personal trainer will help you remember.
In a gym, you run into other people who are care about self-improvement -
The more you play, the more chance you have to meet these interesting
people. You can chat - or leave messages. You can even play games with
your new friends.
Shy? Don’t worry. In the Get Happy Club you can be whoever you want.
Come as you are. Or come as you wish you were. Nobody will bother you.
You can show off your scores, or not. You can compete against other
players to win prizes. You compete against players at your own level.
Can playing games help defeat depression? Science does not really know.
Not yet. You can help find the answer.
3. 3
Rewards
Players will be encouraged to play the games with social rewards. For example, dedicated game
play evidenced by high score or unbroken streak may earn a player extra posting privileges. In
particular these posting privileges are transferable, so they become more valuable, socially .
This is a familiar mechanism to players of Zynga games, Puzzle Pirates, etc.
Players give informed consent for research use of all their playing data (after it is anonymized
and aggregated). Although these data are enumerated briefly for the players, most players will
still assume that the scientists’ principal interest is traditional game measurements like score,
frequency of play and duration of game sessions.
However these typical measurements are a minor part of the data stream. The actual data of
interest are much more precise and direct measures that reveal psychological and neuromotor
condition.
For example: We don’t care how many games of Solitaire you win or lose. We care how quickly
you respond when you turn over an Ace. We care about the speed with which you slide the
cards. We care whether you watch the “win” animation or not.
We measure several dozen independent behavioral indicators, and track changes in your
behavior over time. These data are available online in realtime to researchers.
Researchers will correlate the changes in behavior with outcomes. In particular, they will look
for markers that are predictive of success in remission of depression after six months of
treatment.
Future neuroscientists may use these results to create gamebased diagnostic tools. These
tools may provide an early warning signal for patients that risk failing to achieve remission and
may sound the alarm for hospitals that underserve their depressed patients.
The Get Happy Club will incorporate explicit gamification mechanisms to reward frequent and
extended play, and player publish their high scores on a broad leaderboardsit as well as
improved scores.
No claims are made that the Get Happy Club can help its members get happy.
4. 4
Why Depression?
Prevalence
In Minnesota, depression is nearly as big a healthcare issue as vascular disease, judging by the
AF4Q study data.
Optimal Vascular Care population: 66910
Depression Remission population: 51329
Success
Unlike the vascular care patients among whom 40% receive optimal care only 5% of the
depression patients achieve the desired outcome.
Optimal Vascular Care percentage: 40%
Depression Remission percentage: 5%
It might be argued that the criterion of success for depression care (remission after six months)
is harder to achieve than merely delivering to vascular patients the mandated elements that
define “optimal care”. After all, remission rates measure outcomes, which are more difficult to
control than procedures.
5. 5
Discrepancies
The differences between the criteria for different care categories (depression remission vs
vascular optimal care) are factored out when the best hospitals in a given category are
measured against the worst.
Consider the 1000 luckiest Minnesota vascular patients in 2011. They went to the most
successful hospitals and 648 of them received optimal care. Meanwhile, among the least lucky
1000, only 120 got such treatment.
1000 Luckiest Vascular patients: 648
1000 Least Lucky Vascular patients: 120
The worst hospitals can certainly improve, if they learn from the best hospitals.
The depressives have a different story to tell. Among the lucky 1000 who went to the Mayo Clinic
Northeast or Mayo Clinic Northwest or three other top clinics, 233 were freed of depression. But
the least lucky 1000 went to sixteen other clinics (of which five belong to the Mayo Health
system). How many of this unhappy thousand were cured? Not a single one.
In fact, among the 2000 unluckiest depressives, there is only one lone remission.
1000 Luckiest Depression patients: 233
1000 Least Lucky Depression patients: 0
Perhaps the worst psychology clinics can learn from the best. Or maybe not.
Right now they seem to be on another planet.
6. 6
Pillars:
These are the design goals of the Get Happy Club
Lots of Data:
This is a Big Data project in which large webbased data sets will be created. Identifiable data
will be absent, and the resulting information will be open to queries using a well defined API.
Access will be open to all researchers
Lots of Metrics
A wide variety of different measurements will be performed mostly measuring unconscious
preferences and behaviors. A broad selection of games offer very differing measures from
reflex action to more profound cognitive effort.
Lots of Plays
We want to deliver a longitudinal stream of data from each player. It is not absolute measures of
player performance that we seek, but rather changes in performance level over time. We expect
that some of these trends are predictive of final outcomes.
The design target is to host six plays a week from each participant for a six month period.
Gamification incentives (including extrinsic rewards) will be enough to get players started. But
not enough to achieve the high level of compliance sought. For this we need to develop highly
addictive games.
Lots of Players
Similarly we want to achieve a high degree of participation. Patients suffering from depression
are difficult to motivate, but we need to persuade a large percentage of them to participate in the
Get Happy Club for a serious amount of time.
Again incentives can be employed to get a patient to sample the site but large scale
participation will depend upon the games. These games must have highly refined game design.
They must appeal to these patients even those who do not consider themselves gamers.
Solution:
We can guarantee additive, appealing games: We render the classic casual games that this
population prefers. Most already play Sudoku, Solitaire or similar games every single day.
In the Get Happy Club, these games have been instrumented to collect performance data.
7. 7
Data Mine
An almost unlimited variety of data can be gleaned from cleverly instrumnented games:
Cognitive Tasks
Depression has been correlated with cognitive impairment. In particular with defects in memory,
attention and psychomotor speed and dysphasia.1
Color Preference
Color has long been associated with affect. After all, outside the clinical setting, depression is
known as the “blues”. Early attempts to measure this association were disappointing, but more
recent, more sensitive studies have successfully quantified color preference biases that predict
depression and anxiety.2 Interestingly, differences in stated color preference were less dramatic
than demonstrated preference.
The Get Happy Club offers researchers a stream of unconscious demonstrations of color
preference, rather than deliberate color decisions. Many games can be engineered to create this
color preference data. For example a Match 3 game in which win opportunities (and shape
assignments) are randomly distributed among the colors can measure the color bias with which
a player pursues matches.
Psychomotor & Reflex
Get Happy Club games will measure the interval between stimulus and response for a very
broad group of stimuli. They will also measure cursor trajectory and dynamics for simple touch
(or mouse) actions in order to detect telltale elements such as lethargy, tremor, hesitation and
sloppiness. These are revealed in the manipulation of game pieces and the handling of user
interface elements. Our studio did very interesting work in this area under an NSF grant in 2004.
Facial Affinities
We want to see which faces the patient chooses. Researchers have shown that depressed
patients seek smiles less often than healthy people. Stranger avatars, ingame GUI elements,
components of Memory, Find It and WhackaMole can all provide opportunities for subtle face
choices. Another, more profound choice is the Player’s single choice of his own avatar.
1
Kauhanen ML; Korpelainen MJ; Myllylä, VV Poststroke Depression Correlates With Cognitive
Impairment and Neurological Deficits Stroke.1999; 30: 18751880
2
Helen R Carruthers, HR; Morris, J; Tarrier, N; Whorwell, PJ: jThe Manchester Color Wheel: development
of a novel way of identifying color choice and its validation in healthy, anxious and depressed individuals
BMC Medical Research Methodology 2010, 10:12 doi:10.1186/147122881012
8. 8
Dysphasia and Vocabulary
Wordfrequency maps of the patients postings and chats will reveal a pattern of word choice that
offer a clue to the progress and perhaps the prognosis of their depression. At a much higher
level, changes in the total measure of social activity in the Get Happy Club have an obvious
insight into the patient’s emotional state.
Confounds
There are many confounds that can distort the results. For example QIPS: Minnesota Dept of
Health’s Quality Improvement Program, which incentivizes hospitals for improving their sixmonth
remission score, has had an unintended consequence. Evidence shows that hospitals preferentially
enroll patients with lower severity and comorbidity in order to artificially elevate their success rate3
This gaming of the system, will distort all AV4Q research as much as it does the Get Happy Club
data. Hopefully a solution to this problem will be found outside the Get Happy Club and can be
shared.
Where is the Creativity?
Look.
We are really a creative studio. Honest. We have designed, developed and
delivered scores of innovative games. We are rather embarrassed to suggest
that your best bet is to use folk games like Sudoku and Solitaire. But it is.
Let’s be real. You are not going to convince large and representational
samples of patients to play a brand-new game. Not for a long period. And,
Good Lord! not depressed patients!
We could claim that our new game would be as addictive and as well tuned
and as appealing as these games that the patients already love. But that is a
naive and ridiculous claim.
If the goal were to experiment with creative design, we would. But the goal
is to develop a large database for neuroscientists to experiment creatively.
Our job is to support that creative effort.
3
Minnesota Department of Heath: Minnesota Statewide Quality Reporting and Measurement System:
Quality Incentive Payment System Updated May 2012
http://www.health.state.mn.us/healthreform/measurement/QIPSReport051012final.pdf