SlideShare a Scribd company logo
Tunes
Social Psychology
Singapore
The Client
Objectives
Scientific Concepts
Lessons Learnt
• To simplify research on subjective well-being (a.k.a. happiness) into an
accessible format that is relevant and applicable to the general public.
• To create an interactive board game that is both engaging while
fulfilling the main aim of educating players; helping them understand
the science of happiness as well as the strategies they can adopt to
improve their subjective well-being.
• Run entirely by volunteers, Social Psychology (Singapore) is a group
dedicated to exploring complex topics of Psychology in a simple, relatable
way.
• Sessions are organized that span from seminars to workshops allowing
members to come together to discuss and learn about interesting topics in
Psychology.
• The group is especially interested in areas of Psychology that are easy to
digest and/or relevant to the general public & everyday life.
• Studies have shown that subjective well-being can be defined as the frequency of
positive affect, infrequency of negative affect, and overall life evaluation (Diener & Diener,
2008). This can be better understood in terms of the remembering self (memories you
have which affect your life evaluation) and the experiencing self (your current mood)
which was introduced in our board game.
• The mechanism of adaptation was also introduced. We discussed the innate ability of
humans to adapt to significant positive/negative events (Diener & Diener, 2008) and, as a
result, how small and frequent positive activities are crucial in keeping moods positive.
• Various other concepts (e.g. money, relationships, prosocial behaviors, gratitude,
meditation, shopping, and holidays) and their effects on subjective well-being were also
integrated.
What We Did
• We consulted an in-house game expert, Professor Tschang. We were also
inspired by the existing board game 'Tokaido' and 'Game of Life'.
• We incorporated the mechanisms of memory, mood, and adaptation into
the game. The goal of the game was to attain the greatest number of
“happiness points”, which we defined as “positive memories”. These were
accumulated through various “landing spots” on the board that
corresponded to different card decks.
• We created and designed game cards from scratch based on research into
subjective well-being. For example, choosing to land on a Lifestyle “landing
spot” may result in drawing the card “Run a marathon”. This has the effect
of reducing your current mood (feeling terrible pain running such a long
distance). In the long run, however, this increases your “happiness points”.
because recalling the time you ran a marathon may be a happy memory.
• After the game was completed, we tested our prototype on a small
sample of friends and further refined the existing ideas behind it.
• We ended our project by hosting 30 participants from SPS, where they
were given the opportunity to play our final product! We also held a short
talk to explain in further detail the key concepts embedded in the game!
• We learnt to navigate the precarious balance between the elements
that make a game fun and interesting while also bearing in mind the
importance of empirical research.
• Although we were first given the base game of Game of Life to adapt,
we decided to switch to Tokaido after many sessions of play-testing
where we found out that element of providing players with a choice was
crucial (in order for them to learn properly the implications of the
decisions they made in the game).
• Most importantly, we learned that anything is possible if we set our
minds to it! Initially, when we learned about the objectives of the game,
we thought that it would be impossible to create a game that would be
fun yet stay true to the goal of educating the public. In the end we
managed to create a game that was engaging and simple enough to
understand for people of all ages (infants and toddlers not included).
Done By:
Calvin Loo
Felicia Ang
Isabel hilario
Lee Junhui
Zhang Qijia
The Final Products!
Testing the prototype!
D-day: Happify in action!

More Related Content

What's hot

Effects of Sharing Physiological States of Players in a Collaborative Virtual...
Effects of Sharing Physiological States of Players in a Collaborative Virtual...Effects of Sharing Physiological States of Players in a Collaborative Virtual...
Effects of Sharing Physiological States of Players in a Collaborative Virtual...
Dr. Arindam Dey
 
Play as a Competitive Advantage (July 2012)
Play as a Competitive Advantage (July 2012)Play as a Competitive Advantage (July 2012)
Play as a Competitive Advantage (July 2012)
J. Walter Thompson Intelligence
 
From Games to Change: Full Indie Summit presentation Aug 9 2014
From Games to Change: Full Indie Summit presentation Aug 9 2014From Games to Change: Full Indie Summit presentation Aug 9 2014
From Games to Change: Full Indie Summit presentation Aug 9 2014
Mavis Dixon
 
York slideshare on Play here
York slideshare on Play here York slideshare on Play here
York slideshare on Play here
vyork1
 
University of ontario lecture
University of ontario lectureUniversity of ontario lecture
University of ontario lectureferrarajc
 
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded TheoryContextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Sebastian Deterding
 
Play As A Competitive Advantage
Play As A Competitive Advantage Play As A Competitive Advantage
Play As A Competitive Advantage
reyed213
 
Disambiguating Play: An Exploratory Analysis of Gaming Modes
Disambiguating Play: An Exploratory Analysis of Gaming ModesDisambiguating Play: An Exploratory Analysis of Gaming Modes
Disambiguating Play: An Exploratory Analysis of Gaming Modes
Sebastian Deterding
 

What's hot (8)

Effects of Sharing Physiological States of Players in a Collaborative Virtual...
Effects of Sharing Physiological States of Players in a Collaborative Virtual...Effects of Sharing Physiological States of Players in a Collaborative Virtual...
Effects of Sharing Physiological States of Players in a Collaborative Virtual...
 
Play as a Competitive Advantage (July 2012)
Play as a Competitive Advantage (July 2012)Play as a Competitive Advantage (July 2012)
Play as a Competitive Advantage (July 2012)
 
From Games to Change: Full Indie Summit presentation Aug 9 2014
From Games to Change: Full Indie Summit presentation Aug 9 2014From Games to Change: Full Indie Summit presentation Aug 9 2014
From Games to Change: Full Indie Summit presentation Aug 9 2014
 
York slideshare on Play here
York slideshare on Play here York slideshare on Play here
York slideshare on Play here
 
University of ontario lecture
University of ontario lectureUniversity of ontario lecture
University of ontario lecture
 
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded TheoryContextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded Theory
 
Play As A Competitive Advantage
Play As A Competitive Advantage Play As A Competitive Advantage
Play As A Competitive Advantage
 
Disambiguating Play: An Exploratory Analysis of Gaming Modes
Disambiguating Play: An Exploratory Analysis of Gaming ModesDisambiguating Play: An Exploratory Analysis of Gaming Modes
Disambiguating Play: An Exploratory Analysis of Gaming Modes
 

Viewers also liked

Oracle Java SE 7 Programmer
Oracle Java SE 7 ProgrammerOracle Java SE 7 Programmer
Oracle Java SE 7 Programmer
Hardik Maru
 
Disruptive trends 2016 2018 par brian solis
Disruptive trends 2016 2018 par brian solisDisruptive trends 2016 2018 par brian solis
Disruptive trends 2016 2018 par brian solis
Philippe Dumont
 
018-4902 Take Charge of Your Finances
018-4902 Take Charge of Your Finances018-4902 Take Charge of Your Finances
018-4902 Take Charge of Your FinancesAmy Davidson PhD
 
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015Lifestyle Exhibition .
 
Danube Delta
Danube Delta Danube Delta
Danube Delta
danielfcrb
 
Wage theft in kentucky
Wage theft in kentuckyWage theft in kentucky
Wage theft in kentucky
Daniel Lowry
 
WebGIS til forsyningssektoren
WebGIS til forsyningssektorenWebGIS til forsyningssektoren
WebGIS til forsyningssektoren
rkorsholm
 
LA ELECCION DEL SUMO PONTIFICE
LA  ELECCION DEL SUMO PONTIFICELA  ELECCION DEL SUMO PONTIFICE
LA ELECCION DEL SUMO PONTIFICE
Franc.J. Vasquez.M
 
Crime
CrimeCrime
Petit déjeuner du Marketing Mobile : monétisation des applis
Petit déjeuner du Marketing Mobile : monétisation des applis Petit déjeuner du Marketing Mobile : monétisation des applis
Petit déjeuner du Marketing Mobile : monétisation des applis
Philippe Dumont
 
Frontend Operations
Frontend OperationsFrontend Operations
Frontend Operations
Philippe Antoine
 
T u S T - ZG - LUD 82
T u S T - ZG - LUD 82T u S T - ZG - LUD 82
T u S T - ZG - LUD 82
Stripovi Klub
 
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOSEL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
Franc.J. Vasquez.M
 
Los medios y tecnologías en la educación escolar
Los medios y tecnologías en la educación escolarLos medios y tecnologías en la educación escolar
Los medios y tecnologías en la educación escolarAmintaz
 

Viewers also liked (18)

Oracle Java SE 7 Programmer
Oracle Java SE 7 ProgrammerOracle Java SE 7 Programmer
Oracle Java SE 7 Programmer
 
Disruptive trends 2016 2018 par brian solis
Disruptive trends 2016 2018 par brian solisDisruptive trends 2016 2018 par brian solis
Disruptive trends 2016 2018 par brian solis
 
Madhav's short CV
Madhav's short CVMadhav's short CV
Madhav's short CV
 
018-4902 Take Charge of Your Finances
018-4902 Take Charge of Your Finances018-4902 Take Charge of Your Finances
018-4902 Take Charge of Your Finances
 
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015
150921 - Exhibiting at Lifestyle Cheltenham Autmn 2015
 
Danube Delta
Danube Delta Danube Delta
Danube Delta
 
Wage theft in kentucky
Wage theft in kentuckyWage theft in kentucky
Wage theft in kentucky
 
WebGIS til forsyningssektoren
WebGIS til forsyningssektorenWebGIS til forsyningssektoren
WebGIS til forsyningssektoren
 
Bombing of Darwin
Bombing of DarwinBombing of Darwin
Bombing of Darwin
 
Ebook stories1
Ebook stories1Ebook stories1
Ebook stories1
 
LA ELECCION DEL SUMO PONTIFICE
LA  ELECCION DEL SUMO PONTIFICELA  ELECCION DEL SUMO PONTIFICE
LA ELECCION DEL SUMO PONTIFICE
 
Crime
CrimeCrime
Crime
 
Petit déjeuner du Marketing Mobile : monétisation des applis
Petit déjeuner du Marketing Mobile : monétisation des applis Petit déjeuner du Marketing Mobile : monétisation des applis
Petit déjeuner du Marketing Mobile : monétisation des applis
 
Frontend Operations
Frontend OperationsFrontend Operations
Frontend Operations
 
Interview
InterviewInterview
Interview
 
T u S T - ZG - LUD 82
T u S T - ZG - LUD 82T u S T - ZG - LUD 82
T u S T - ZG - LUD 82
 
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOSEL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
EL HOMBRE MAS EXTRAORDINARIO DE TODOS LOS TIEMPOS
 
Los medios y tecnologías en la educación escolar
Los medios y tecnologías en la educación escolarLos medios y tecnologías en la educación escolar
Los medios y tecnologías en la educación escolar
 

Similar to Happify

Schechner's performance studies frame
Schechner's performance studies frameSchechner's performance studies frame
Schechner's performance studies frame
Emma Westecott
 
Social Gaming for Events
Social Gaming for EventsSocial Gaming for Events
Social Gaming for EventsMidori Connolly
 
Games Guide
Games GuideGames Guide
Games Guide
Khurram Zafar
 
Cooperative Games For Social Change
Cooperative Games For Social ChangeCooperative Games For Social Change
Cooperative Games For Social ChangeFernanda
 
Science of happiness
Science of happinessScience of happiness
Science of happiness
Happiitude
 
IKEA Play Report 2017
IKEA Play Report 2017IKEA Play Report 2017
IKEA Play Report 2017
IQads
 
The impact of video games
The impact of video gamesThe impact of video games
The impact of video games
SL Coder
 
F play as-a-competitive-advantage-07.11.2012
F play as-a-competitive-advantage-07.11.2012F play as-a-competitive-advantage-07.11.2012
F play as-a-competitive-advantage-07.11.2012
La innovation Kitchen
 
How to design inner play in a study narrative?
How to design inner play in a study narrative? How to design inner play in a study narrative?
How to design inner play in a study narrative?
Eva Den Heijer
 
6 Five-Minute Team Building Activities for Instant Bonding
6 Five-Minute Team Building Activities for Instant Bonding6 Five-Minute Team Building Activities for Instant Bonding
6 Five-Minute Team Building Activities for Instant Bonding
Confetti
 
What Makes A Game A Serious Game
What Makes A Game A Serious GameWhat Makes A Game A Serious Game
What Makes A Game A Serious GameCentro Metid
 
group_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdfgroup_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdf
neelspinoy
 
Crafting empowering careers
Crafting empowering careersCrafting empowering careers
Crafting empowering careers
Richard Parton
 
What makes a serious game engaging
What makes a serious game engagingWhat makes a serious game engaging
What makes a serious game engagingAntonio Ascolese
 
Eli game design jam 2013
Eli game design jam 2013Eli game design jam 2013
Eli game design jam 2013
John G Martin, PhD
 
Gamification of Therapy
Gamification of TherapyGamification of Therapy
Gamification of Therapy
David Baron
 
Outline meet the world 2013 (June)
Outline meet the world 2013 (June)Outline meet the world 2013 (June)
Outline meet the world 2013 (June)Rutger Slump
 
Applied Interaction Design - Balanced University Lifestyle (P1)
Applied Interaction Design - Balanced University Lifestyle (P1)Applied Interaction Design - Balanced University Lifestyle (P1)
Applied Interaction Design - Balanced University Lifestyle (P1)Killian Vigna
 
Thinking of children
Thinking of childrenThinking of children
Thinking of children
amancpro
 

Similar to Happify (20)

Schechner's performance studies frame
Schechner's performance studies frameSchechner's performance studies frame
Schechner's performance studies frame
 
Social Gaming for Events
Social Gaming for EventsSocial Gaming for Events
Social Gaming for Events
 
Games Guide
Games GuideGames Guide
Games Guide
 
Cooperative Games For Social Change
Cooperative Games For Social ChangeCooperative Games For Social Change
Cooperative Games For Social Change
 
Science of happiness
Science of happinessScience of happiness
Science of happiness
 
IKEA Play Report 2017
IKEA Play Report 2017IKEA Play Report 2017
IKEA Play Report 2017
 
The impact of video games
The impact of video gamesThe impact of video games
The impact of video games
 
F play as-a-competitive-advantage-07.11.2012
F play as-a-competitive-advantage-07.11.2012F play as-a-competitive-advantage-07.11.2012
F play as-a-competitive-advantage-07.11.2012
 
The time you enjoy wasting is not wasted
The time you enjoy wasting is not wastedThe time you enjoy wasting is not wasted
The time you enjoy wasting is not wasted
 
How to design inner play in a study narrative?
How to design inner play in a study narrative? How to design inner play in a study narrative?
How to design inner play in a study narrative?
 
6 Five-Minute Team Building Activities for Instant Bonding
6 Five-Minute Team Building Activities for Instant Bonding6 Five-Minute Team Building Activities for Instant Bonding
6 Five-Minute Team Building Activities for Instant Bonding
 
What Makes A Game A Serious Game
What Makes A Game A Serious GameWhat Makes A Game A Serious Game
What Makes A Game A Serious Game
 
group_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdfgroup_15_empirya_p1projectIndustrial.pdf
group_15_empirya_p1projectIndustrial.pdf
 
Crafting empowering careers
Crafting empowering careersCrafting empowering careers
Crafting empowering careers
 
What makes a serious game engaging
What makes a serious game engagingWhat makes a serious game engaging
What makes a serious game engaging
 
Eli game design jam 2013
Eli game design jam 2013Eli game design jam 2013
Eli game design jam 2013
 
Gamification of Therapy
Gamification of TherapyGamification of Therapy
Gamification of Therapy
 
Outline meet the world 2013 (June)
Outline meet the world 2013 (June)Outline meet the world 2013 (June)
Outline meet the world 2013 (June)
 
Applied Interaction Design - Balanced University Lifestyle (P1)
Applied Interaction Design - Balanced University Lifestyle (P1)Applied Interaction Design - Balanced University Lifestyle (P1)
Applied Interaction Design - Balanced University Lifestyle (P1)
 
Thinking of children
Thinking of childrenThinking of children
Thinking of children
 

Happify

  • 1. Tunes Social Psychology Singapore The Client Objectives Scientific Concepts Lessons Learnt • To simplify research on subjective well-being (a.k.a. happiness) into an accessible format that is relevant and applicable to the general public. • To create an interactive board game that is both engaging while fulfilling the main aim of educating players; helping them understand the science of happiness as well as the strategies they can adopt to improve their subjective well-being. • Run entirely by volunteers, Social Psychology (Singapore) is a group dedicated to exploring complex topics of Psychology in a simple, relatable way. • Sessions are organized that span from seminars to workshops allowing members to come together to discuss and learn about interesting topics in Psychology. • The group is especially interested in areas of Psychology that are easy to digest and/or relevant to the general public & everyday life. • Studies have shown that subjective well-being can be defined as the frequency of positive affect, infrequency of negative affect, and overall life evaluation (Diener & Diener, 2008). This can be better understood in terms of the remembering self (memories you have which affect your life evaluation) and the experiencing self (your current mood) which was introduced in our board game. • The mechanism of adaptation was also introduced. We discussed the innate ability of humans to adapt to significant positive/negative events (Diener & Diener, 2008) and, as a result, how small and frequent positive activities are crucial in keeping moods positive. • Various other concepts (e.g. money, relationships, prosocial behaviors, gratitude, meditation, shopping, and holidays) and their effects on subjective well-being were also integrated. What We Did • We consulted an in-house game expert, Professor Tschang. We were also inspired by the existing board game 'Tokaido' and 'Game of Life'. • We incorporated the mechanisms of memory, mood, and adaptation into the game. The goal of the game was to attain the greatest number of “happiness points”, which we defined as “positive memories”. These were accumulated through various “landing spots” on the board that corresponded to different card decks. • We created and designed game cards from scratch based on research into subjective well-being. For example, choosing to land on a Lifestyle “landing spot” may result in drawing the card “Run a marathon”. This has the effect of reducing your current mood (feeling terrible pain running such a long distance). In the long run, however, this increases your “happiness points”. because recalling the time you ran a marathon may be a happy memory. • After the game was completed, we tested our prototype on a small sample of friends and further refined the existing ideas behind it. • We ended our project by hosting 30 participants from SPS, where they were given the opportunity to play our final product! We also held a short talk to explain in further detail the key concepts embedded in the game! • We learnt to navigate the precarious balance between the elements that make a game fun and interesting while also bearing in mind the importance of empirical research. • Although we were first given the base game of Game of Life to adapt, we decided to switch to Tokaido after many sessions of play-testing where we found out that element of providing players with a choice was crucial (in order for them to learn properly the implications of the decisions they made in the game). • Most importantly, we learned that anything is possible if we set our minds to it! Initially, when we learned about the objectives of the game, we thought that it would be impossible to create a game that would be fun yet stay true to the goal of educating the public. In the end we managed to create a game that was engaging and simple enough to understand for people of all ages (infants and toddlers not included). Done By: Calvin Loo Felicia Ang Isabel hilario Lee Junhui Zhang Qijia The Final Products! Testing the prototype! D-day: Happify in action!