This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
The Rise, Impact, and Challenges of ESG Factor Based Investing.JacobReynolds24
Covers a wide range of topic regarding ESG integration and ESG factor-based investing.
With many pension funds starting to follow the UN’s PRIs, and the signatories representing $70 trillion. ESG factor-based investing cannot be ignored, regardless of the participant's principles. The divestitures we are seeing by major players such as GPIF, Norwegian Oil Fund, CalSTRS as well as many smaller endowment funds.
Has this led to an increase in PE activity in the affected sectors, the driver is that the –what can be seen as forced- selling leading to said companies trading at a discount in public markets. Which leads to the question: through ESG conscious funds investing inline with their principles, do they end up bounding their returns (in the case of tobacco divestment) and arguably making the companies who are deemed poor on the E and S vector less transparent and accountable.
The document provides guidance for companies listed on Nasdaq Nordic exchanges on reporting environmental, social and governance (ESG) metrics. It recommends a set of 11 ESG metrics that are most material for investors based on their prevalence in reporting frameworks, potential to impact company performance, and practicality for companies to report. The suggested metrics cover topics like greenhouse gas emissions, energy use, water and waste management, diversity and pay equity, and business ethics. Companies are encouraged to publicly report on these metrics and engage with stakeholders to improve access to capital, profitability, risk management and reputation. Overall the guidance aims to help companies meet growing investor demand for ESG data and contribute to sustainable development.
The document discusses examining the importance of environmental, social, and governance (ESG) concerns within corporations. It defines ESG and provides examples of how companies address the environmental, social, and governance aspects. It discusses how ESG benefits both internal stakeholders like employees and investors, as well as external stakeholders like communities and customers. The document also summarizes a Deloitte survey finding that while companies have made progress addressing ESG concerns of younger generations, most employees remain dissatisfied. Specifically, concerns around harassment, work-life balance, and climate change were highlighted.
Group 9 national voluntary guidelines pptshahnirav88
This document outlines national voluntary guidelines for responsible business practices put forth by the Ministry of Corporate Affairs in India. It establishes 9 principles for businesses to conduct themselves ethically and transparently, provide safe and sustainable products, promote employee and stakeholder well-being, respect human rights and the environment, influence policy responsibly, support inclusive development, and engage customers responsibly. It also provides guidelines on implementing the principles through leadership, engagement, integration, and reporting.
Sweet Sensors describes small, inexpensive diagnostic devices that can detect a variety of biological markers through quantitative tests adapted to many targets, including recreational drugs, heavy metals, toxins, bacteria, viruses, pharmaceuticals, and environmental and food safety hazards. The devices are described as having small form factors and being able to detect targets through adaptable tests in a quantitative manner.
This document discusses how organizational structure and corporate culture can influence ethics within a business. It describes two main organizational structures - centralized and decentralized - and some of the ethical issues that may arise within each. A centralized structure concentrates decision-making at the top and uses formal rules and procedures, which can lead to issues like blame-shifting and limited understanding of impacts. A decentralized structure delegates authority throughout the organization and relies more on informal coordination, allowing for quick reactions but potentially difficulties responding to policy changes. The document also discusses how corporate culture, defined by the values and behaviors within a company, strongly influences ethics, and the four types of cultures that can emerge based on concerns for people and performance. Effective leadership is needed to develop an
The Rise, Impact, and Challenges of ESG Factor Based Investing.JacobReynolds24
Covers a wide range of topic regarding ESG integration and ESG factor-based investing.
With many pension funds starting to follow the UN’s PRIs, and the signatories representing $70 trillion. ESG factor-based investing cannot be ignored, regardless of the participant's principles. The divestitures we are seeing by major players such as GPIF, Norwegian Oil Fund, CalSTRS as well as many smaller endowment funds.
Has this led to an increase in PE activity in the affected sectors, the driver is that the –what can be seen as forced- selling leading to said companies trading at a discount in public markets. Which leads to the question: through ESG conscious funds investing inline with their principles, do they end up bounding their returns (in the case of tobacco divestment) and arguably making the companies who are deemed poor on the E and S vector less transparent and accountable.
The document provides guidance for companies listed on Nasdaq Nordic exchanges on reporting environmental, social and governance (ESG) metrics. It recommends a set of 11 ESG metrics that are most material for investors based on their prevalence in reporting frameworks, potential to impact company performance, and practicality for companies to report. The suggested metrics cover topics like greenhouse gas emissions, energy use, water and waste management, diversity and pay equity, and business ethics. Companies are encouraged to publicly report on these metrics and engage with stakeholders to improve access to capital, profitability, risk management and reputation. Overall the guidance aims to help companies meet growing investor demand for ESG data and contribute to sustainable development.
The document discusses examining the importance of environmental, social, and governance (ESG) concerns within corporations. It defines ESG and provides examples of how companies address the environmental, social, and governance aspects. It discusses how ESG benefits both internal stakeholders like employees and investors, as well as external stakeholders like communities and customers. The document also summarizes a Deloitte survey finding that while companies have made progress addressing ESG concerns of younger generations, most employees remain dissatisfied. Specifically, concerns around harassment, work-life balance, and climate change were highlighted.
Group 9 national voluntary guidelines pptshahnirav88
This document outlines national voluntary guidelines for responsible business practices put forth by the Ministry of Corporate Affairs in India. It establishes 9 principles for businesses to conduct themselves ethically and transparently, provide safe and sustainable products, promote employee and stakeholder well-being, respect human rights and the environment, influence policy responsibly, support inclusive development, and engage customers responsibly. It also provides guidelines on implementing the principles through leadership, engagement, integration, and reporting.
Sweet Sensors describes small, inexpensive diagnostic devices that can detect a variety of biological markers through quantitative tests adapted to many targets, including recreational drugs, heavy metals, toxins, bacteria, viruses, pharmaceuticals, and environmental and food safety hazards. The devices are described as having small form factors and being able to detect targets through adaptable tests in a quantitative manner.
This document discusses how organizational structure and corporate culture can influence ethics within a business. It describes two main organizational structures - centralized and decentralized - and some of the ethical issues that may arise within each. A centralized structure concentrates decision-making at the top and uses formal rules and procedures, which can lead to issues like blame-shifting and limited understanding of impacts. A decentralized structure delegates authority throughout the organization and relies more on informal coordination, allowing for quick reactions but potentially difficulties responding to policy changes. The document also discusses how corporate culture, defined by the values and behaviors within a company, strongly influences ethics, and the four types of cultures that can emerge based on concerns for people and performance. Effective leadership is needed to develop an
The document outlines the principles of product stewardship developed by the Product Stewardship Institute to guide state and local agencies. The principles state that manufacturers should be responsible for reducing a product's entire lifecycle impacts through design and end-of-life management. Manufacturers should internalize all product costs so they have incentives to design more sustainable products. Policies should also incentivize collection and recycling systems. Responsible parties should have flexibility in how they address impacts, with performance measured by achieving goals. Industry, government, and consumers all have roles to play under these principles.
This document discusses ethics in biotechnology. It notes that recent advances in biotechnology are mostly associated with controversies due to ethical, legal, and social implications. Developments in biotechnology through genetic manipulation have benefits but must not cause safety issues or unacceptable social problems. The release of genetically manipulated organisms into the environment is controversial due to possible environmental damage. Biotechnological discoveries have raised ethical issues regarding products in areas like pharmaceuticals and agriculture. Guidelines and regulations aim to ensure safety regarding issues like infectious organisms, antibiotic resistance, and unintended effects of genetic modifications.
Management is what managers do. The document discusses the importance of knowledge management in modern organizations. It defines knowledge management as processes to generate, capture, codify and transfer knowledge across an organization to achieve competitive advantage. Key benefits include facilitating decision-making, building learning organizations, and stimulating cultural change and innovation. Successful knowledge management requires participation from employees, appropriate technology solutions, and standardized processes for knowledge contribution and retrieval. It also outlines six key knowledge assets in an organization.
Part of the MaRS BioEntrepreneurship series:
http://www.marsdd.com/bioent
Speaker: Roman Masley, Managing Director, SHI Capital
Topics Addressed:
* Do’s and don’ts in biotech fundraising
* The importance of the pitch
* Formulating a strategic funding plan that encompasses all financing opportunities
* Understanding the angel investor and what type of investment they are looking for
* Knowing the key issues, pitfalls, and hot buttons when approaching venture capitalist
* Matching the company's needs with the appropriate types of funding opportunities.
* Exploring strategic financing alternatives such as monetizing royalty streams, risk-sharing structure financings, PIPEs and collaborations.
* Understanding venture debt and when it is best used in financing a startup.
Knowledge Management is the one imperative that holds the key to creating, sustaining and tapping competitive advantage as well as to nurture Innovation and create a 'desired future.' The presentation covers both theoretical as well as empirical aspects of the topic. Knowledge Strategy and the various strategic options available to an organization are highlighted. The presentation wounds up with caveats, success ingredients and inherent risk factors of KM.
This Research Spotlight provides a summary of the academic literature on environmental, social, and governance (ESG) activities including:
• The relation between ESG activities and firm value
• The impact of environmental and social engagements on firm performance
• The market reaction to ESG events
• The relation between ESG and agency problems
• The performance of socially responsible investment (SRI) funds
This Research Spotlight expands upon issues introduced in the Quick Guide “Investors and Activism”.
The benefits of playing video games amp a0034857Lex Pit
This document summarizes research on the benefits of playing video games. It finds that video games may provide cognitive, motivational, emotional, and social benefits:
- Cognitive benefits include improved attention, spatial skills, and visual processing that are comparable to formal education courses and transfer to other tasks. These benefits are linked to improved STEM performance and career success.
- Motivational benefits include increased resilience when facing failures or challenges.
- Emotional benefits include using games as an outlet to productively experience and manage emotions like anxiety, aggression, and loss in a similar way to children's play.
- Social benefits include enhanced social skills from cooperative gameplay and social interactions within multiplayer games.
The research
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
This document discusses how playing video games can impact health and wellbeing. It introduces the occupation of video gaming and analyzes it using the Person-Environment-Occupation model. While video games can help with stress, cognition, and social connection, they can also increase aggression if violent. Overall, video games seem to have a mixed effect on the author's health and wellbeing physically, but positive impacts socially, cognitively, and psychologically.
The study examined whether playing video games allows players to experience characteristics aligned with their ideal self, and whether this influences motivation and emotions. In a within-subjects experiment, participants completed personality assessments of their ideal self and the self they experienced while playing three different games. Results showed that when a game allowed players to experience characteristics matching their ideal self, they reported higher intrinsic motivation to play, more positive emotions, and less negative emotions after playing. The degree to which a game matched a player's ideal self was more strongly linked to motivation for players with larger discrepancies between their actual and ideal selves. Immersion in the game also strengthened the connection between ideal-self match and intrinsic motivation.
This document is a research paper written by Shaun Watson that examines the positive and negative effects that video game use can have on personality development. The paper reviews previous research on both the cognitive, social, emotional, and educational impacts of video games. Some key findings discussed include: research showing video games can increase cognitive abilities like working memory but may also increase tendencies towards cheating; studies demonstrating social games can increase prosocial behavior but violent games may decrease empathy; and evidence that educational games can benefit learning but effects may not transfer to other contexts. The paper aims to provide a balanced analysis of the literature on both the benefits and drawbacks of video game use.
Study of relationship between the games and the aggression in people lifestyleMohamed Adel
This document presents a literature review and methodology for a study examining the relationship between playing video games and aggression. It reviews previous research finding links between video game violence and increased aggressive behaviors, cognitions, and emotions in players. The proposed study will collect primary data through an online survey to gather information on gaming habits, demographics, and relationships from a limited number of people. Descriptive statistics like bar charts, pie charts, and histograms will be used to analyze nominal, ordinal, and categorical data from the survey. The goal is to increase awareness of the negative effects of gaming and highlight ethical responsibilities around gaming.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
This study examined the motivations for playing video games between men and women. A survey was administered to 40 students (20 men and 20 women) at Mesa Community College to identify their primary motivation from a list of 10 options. The hypothesis was that men would be motivated by personal goals and stress relief, while women would be motivated by social interaction.
This study examined the motivations for playing video games between men and women. A survey was administered to 40 students (20 men and 20 women) at Mesa Community College to identify their primary motivation from a list of 10 options. The hypothesis was that men would be motivated by personal goals and stress relief, while women would be motivated by social interaction.
This document provides a research statement and plan for a study on entertainment experiences in video games. The study aims to explore if the model of entertainment experiences applied to films, which looks at hedonic (pleasure) and eudaimonic (appreciation) experiences, is also valid for video games. The study will survey hardcore players of the real-time strategy game Total War: Attila about their experiences using validated scales. The expected results are that the study will provide insights into the relationship between video game components and players' hedonic and eudaimonic experiences.
This honors thesis examines how gender stereotypes in video games may influence players' choices to follow male or female leaders in an online game. The document provides background on research showing that video games are often used to study human behavior like cooperation. It reviews literature demonstrating that female characters tend to be sexualized and objectified more than male characters. The thesis aims to test if exposing players to different types of female avatars (over-sexualized, average, or masculine) affects their willingness to follow a male or female leader in an online game. The study uses confederates and questionnaires to assess players' choices and reasoning.
The document discusses how gaming and identity may shape children's futures. It explores research on both the positive and negative impacts of gaming on development, school performance, and behavior. While some studies link gaming to improved problem-solving and cognition, others associate extended violent gaming with increased aggression and declines in school achievement. The document also examines debates around whether gaming influences identity formation and moral panics around new technologies.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
This study compared motivations for playing video games between men and women. A survey of 20 men and 20 women at Mesa Community College asked them to select their primary motivation from a list of 10 options. The most common motivation selected was relaxation for both genders, failing to support the hypothesis that men play for personal reasons while women play to socialize. Limitations included a small sample size and narrow motivation options.
The document outlines the principles of product stewardship developed by the Product Stewardship Institute to guide state and local agencies. The principles state that manufacturers should be responsible for reducing a product's entire lifecycle impacts through design and end-of-life management. Manufacturers should internalize all product costs so they have incentives to design more sustainable products. Policies should also incentivize collection and recycling systems. Responsible parties should have flexibility in how they address impacts, with performance measured by achieving goals. Industry, government, and consumers all have roles to play under these principles.
This document discusses ethics in biotechnology. It notes that recent advances in biotechnology are mostly associated with controversies due to ethical, legal, and social implications. Developments in biotechnology through genetic manipulation have benefits but must not cause safety issues or unacceptable social problems. The release of genetically manipulated organisms into the environment is controversial due to possible environmental damage. Biotechnological discoveries have raised ethical issues regarding products in areas like pharmaceuticals and agriculture. Guidelines and regulations aim to ensure safety regarding issues like infectious organisms, antibiotic resistance, and unintended effects of genetic modifications.
Management is what managers do. The document discusses the importance of knowledge management in modern organizations. It defines knowledge management as processes to generate, capture, codify and transfer knowledge across an organization to achieve competitive advantage. Key benefits include facilitating decision-making, building learning organizations, and stimulating cultural change and innovation. Successful knowledge management requires participation from employees, appropriate technology solutions, and standardized processes for knowledge contribution and retrieval. It also outlines six key knowledge assets in an organization.
Part of the MaRS BioEntrepreneurship series:
http://www.marsdd.com/bioent
Speaker: Roman Masley, Managing Director, SHI Capital
Topics Addressed:
* Do’s and don’ts in biotech fundraising
* The importance of the pitch
* Formulating a strategic funding plan that encompasses all financing opportunities
* Understanding the angel investor and what type of investment they are looking for
* Knowing the key issues, pitfalls, and hot buttons when approaching venture capitalist
* Matching the company's needs with the appropriate types of funding opportunities.
* Exploring strategic financing alternatives such as monetizing royalty streams, risk-sharing structure financings, PIPEs and collaborations.
* Understanding venture debt and when it is best used in financing a startup.
Knowledge Management is the one imperative that holds the key to creating, sustaining and tapping competitive advantage as well as to nurture Innovation and create a 'desired future.' The presentation covers both theoretical as well as empirical aspects of the topic. Knowledge Strategy and the various strategic options available to an organization are highlighted. The presentation wounds up with caveats, success ingredients and inherent risk factors of KM.
This Research Spotlight provides a summary of the academic literature on environmental, social, and governance (ESG) activities including:
• The relation between ESG activities and firm value
• The impact of environmental and social engagements on firm performance
• The market reaction to ESG events
• The relation between ESG and agency problems
• The performance of socially responsible investment (SRI) funds
This Research Spotlight expands upon issues introduced in the Quick Guide “Investors and Activism”.
The benefits of playing video games amp a0034857Lex Pit
This document summarizes research on the benefits of playing video games. It finds that video games may provide cognitive, motivational, emotional, and social benefits:
- Cognitive benefits include improved attention, spatial skills, and visual processing that are comparable to formal education courses and transfer to other tasks. These benefits are linked to improved STEM performance and career success.
- Motivational benefits include increased resilience when facing failures or challenges.
- Emotional benefits include using games as an outlet to productively experience and manage emotions like anxiety, aggression, and loss in a similar way to children's play.
- Social benefits include enhanced social skills from cooperative gameplay and social interactions within multiplayer games.
The research
The document discusses using interactive technology to reduce stress and anxiety. It describes research showing that video games designed with "flow" in mind, where challenge matches player skill, can provide cognitive benefits. One study found that children who played video games before surgery had lower anxiety than those who did not. Another study showed that participants who played an anxiety-reducing mobile app gave less anxious speeches afterwards. The document argues that interactive technologies should be further explored and developed for mental health applications like anxiety management.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
This document discusses how playing video games can impact health and wellbeing. It introduces the occupation of video gaming and analyzes it using the Person-Environment-Occupation model. While video games can help with stress, cognition, and social connection, they can also increase aggression if violent. Overall, video games seem to have a mixed effect on the author's health and wellbeing physically, but positive impacts socially, cognitively, and psychologically.
The study examined whether playing video games allows players to experience characteristics aligned with their ideal self, and whether this influences motivation and emotions. In a within-subjects experiment, participants completed personality assessments of their ideal self and the self they experienced while playing three different games. Results showed that when a game allowed players to experience characteristics matching their ideal self, they reported higher intrinsic motivation to play, more positive emotions, and less negative emotions after playing. The degree to which a game matched a player's ideal self was more strongly linked to motivation for players with larger discrepancies between their actual and ideal selves. Immersion in the game also strengthened the connection between ideal-self match and intrinsic motivation.
This document is a research paper written by Shaun Watson that examines the positive and negative effects that video game use can have on personality development. The paper reviews previous research on both the cognitive, social, emotional, and educational impacts of video games. Some key findings discussed include: research showing video games can increase cognitive abilities like working memory but may also increase tendencies towards cheating; studies demonstrating social games can increase prosocial behavior but violent games may decrease empathy; and evidence that educational games can benefit learning but effects may not transfer to other contexts. The paper aims to provide a balanced analysis of the literature on both the benefits and drawbacks of video game use.
Study of relationship between the games and the aggression in people lifestyleMohamed Adel
This document presents a literature review and methodology for a study examining the relationship between playing video games and aggression. It reviews previous research finding links between video game violence and increased aggressive behaviors, cognitions, and emotions in players. The proposed study will collect primary data through an online survey to gather information on gaming habits, demographics, and relationships from a limited number of people. Descriptive statistics like bar charts, pie charts, and histograms will be used to analyze nominal, ordinal, and categorical data from the survey. The goal is to increase awareness of the negative effects of gaming and highlight ethical responsibilities around gaming.
Video games is a fast growing industry all over the world. Amount of time and money spent on the games industry cannot stay without our attention. Video games have interest and attention of school aged youth. Which make us think of the possibility of using video games in learning process, particularly in educational institutions.I discuss influence of video games and concentrate on learning through video games and its main learning principles. My essay is mainly based on J.P. Gee works.
This study examined the motivations for playing video games between men and women. A survey was administered to 40 students (20 men and 20 women) at Mesa Community College to identify their primary motivation from a list of 10 options. The hypothesis was that men would be motivated by personal goals and stress relief, while women would be motivated by social interaction.
This study examined the motivations for playing video games between men and women. A survey was administered to 40 students (20 men and 20 women) at Mesa Community College to identify their primary motivation from a list of 10 options. The hypothesis was that men would be motivated by personal goals and stress relief, while women would be motivated by social interaction.
This document provides a research statement and plan for a study on entertainment experiences in video games. The study aims to explore if the model of entertainment experiences applied to films, which looks at hedonic (pleasure) and eudaimonic (appreciation) experiences, is also valid for video games. The study will survey hardcore players of the real-time strategy game Total War: Attila about their experiences using validated scales. The expected results are that the study will provide insights into the relationship between video game components and players' hedonic and eudaimonic experiences.
This honors thesis examines how gender stereotypes in video games may influence players' choices to follow male or female leaders in an online game. The document provides background on research showing that video games are often used to study human behavior like cooperation. It reviews literature demonstrating that female characters tend to be sexualized and objectified more than male characters. The thesis aims to test if exposing players to different types of female avatars (over-sexualized, average, or masculine) affects their willingness to follow a male or female leader in an online game. The study uses confederates and questionnaires to assess players' choices and reasoning.
The document discusses how gaming and identity may shape children's futures. It explores research on both the positive and negative impacts of gaming on development, school performance, and behavior. While some studies link gaming to improved problem-solving and cognition, others associate extended violent gaming with increased aggression and declines in school achievement. The document also examines debates around whether gaming influences identity formation and moral panics around new technologies.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
This study compared motivations for playing video games between men and women. A survey of 20 men and 20 women at Mesa Community College asked them to select their primary motivation from a list of 10 options. The most common motivation selected was relaxation for both genders, failing to support the hypothesis that men play for personal reasons while women play to socialize. Limitations included a small sample size and narrow motivation options.
Dementia is an important public health priority. Caring for a person with dementia can be very challenging. A better understanding of dementia is important for both patients and carers. The main objective of this research was to help to improve the quality of interaction between dementia patients and carers. The aim of this research is to investigate how games could support dementia carers through, initially developing a conceptual framework. The research analysed 10 existing games within health education. Game content, such as Game play, Avatar portrayal, Gameworld graphics, Sound/Music and Storyline, were examined in order to help family members who may be carers. This paper discusses the different ways in which various aspects of games could be used to help and support dementia carers from their own perspectives.
The document discusses theories that can inform the design of effective health games. It outlines several theories from communication, health promotion, and social sciences like social cognitive theory, social norms theory, and the health belief model. Examples are given of games that have used concepts from these theories, like using virtual reality to overcome phobias or games promoting healthy behaviors. The document concludes by posing several questions for future research on how to optimize skill transfer from health games and designing interactions to boost their health impact.
This study investigated the effects of casual video game play on psychological wellbeing. 21 participants played either Journey or Flower for 6 weekly sessions. Questionnaires before and after gameplay measured negative affect, psychological wellbeing, stress, and anxiety/depression. Analysis found that negative affect was significantly reduced after gameplay in weeks 2, 3, and 6, though the effect did not persist. Psychological wellbeing increased over time for those playing Flower but not Journey. No effects were found for stress, positive affect, or anxiety/depression. So casual games may provide psychological benefits by reducing negative affect and improving wellbeing.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
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Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...
PhD Research Proposal
1. Provisional Title: Developing Video Games for Mental Health
Topic: Video Games, Empathy Games, Serious Games, Gamification, Psychology, Mental Health,
Mental Illness, Mental Health Awareness, Therapy and Game-Based Intervention
According to the World Health Organization, more than 450 million people worldwide suffer from mental
illness, but unfortunately more than half remains undiagnosed and untreated, because of the stigma and
discrimination (World Health Organization, 2001).
Video games are an increasingly popular medium with 2.2 billion active gamers in the world, and are
expected to generate $108.9 billion in game revenues in 2017 (Newzoo, 2017). Video games are a
medium in the same way as books and movies, and can have different genres and can tackle different
topics, including mental illnesses such as depression. Due to their mass audience, the proposed research
would like to study how video games can be utilized for mental health.
Research Questions:
The main research question is: “How to develop games for mental health?”
There are two general types of video games for mental health: empathy games that aim to raise
awareness for mental health and destigmatize mental illness, and therapeutic games, in the form of
serious games or gamification, that aim to help people suffering from mental illness. The proposed
research would like to look into both of these types of video games.
Empathy games is category for video games that hopes to inspire players to walk a mile in someone
else’s shoes (Solberg, 2016). According to Vander Caballero, the developer of Papo and Yo (Minority
Media, 2012), in empathy games, the main experience is driven by players’ desire to understand and
relate to the emotions of other avatars or players (Caballero, 2014). Some examples of empathy games
are That Dragon, Cancer (Numinous Games, 2016), and Actual Sunlight (WZO Games, 2013),
Depression Quest (The Quinnspiracy, 2013) and Elude (GAMBIT Singapore, 2010) that tackle the topic of
depression.
Serious games is a type of video games that are developed for purposes other than entertainment, such
as for education, skills development or training for high-risk situations in a safe environment, including
transforming mental health services (Reynolds et.al., 2017). Some examples of serious games are Sparx
(University of Auckland, 2013) to treat depression, Champions of the Shengha (BfB Labs, 2017) and
ReachOut Orb (ReachOut Australia, 2016) to increases mental fitness and wellbeing, Secret Agent
Society, formerly known as Junior Detective Training Program (Social Skills Training Institute, 2008) and
Let’s Face It (University of Victoria, 2013) to treat autism spectrum disorder, and Braingame Brian
(Gaming and Training Foundation, 2013) to treat Attention Deficit Hyperactivity Disorder.
While gamification is a process that leverage game design elements to motivate people in a non-game
context (Deterding, 2011). Some examples of gamification are Habitica (HabitRPG Inc., 2015) and
SuperBetter (SuperBetter, 2012) that applies game elements such as achievements, levels and rewards
to incentivize its users to live a better life and build resilience.
Aside from these types of games, there are also video games that contains themes of mental health, even
though it is not the main focus of the game, such as Hellblade (Ninja Theory, 2017), Life is Strange
2. (Square Enix, 2015), Night in the Woods (Infinite Fall, 2017), Celeste (Matt Makes Games Inc., 2018) and
The Town of Light (LKA, 2016).
Although not developed for mental health intervention, the game Journey (Thatgamecompany, 2012) has
been explored by the Games and Emotional Health Lab for its therapeutic potential and promising
intervention for depression (Gotsis, 2017).
The proposed research also have a number of sub research questions that support the main research
question.
The first sub research questions is: “How to accurately represent mental illness in video games?”
That Dragon, Cancer (Numinous Games, 2016) is about the real life story of the developers, Ryan and
Amy Green, raising their terminally ill son, Joel. Green says, “I’m not sure if everyone who has played
That Dragon, Cancer claims to have grasped what we went through, but they are now able to relate to it
in a very personal way (Green, cited in Wells 2016)”. While according to Will O’Neill, the developer of
Actual Sunlight, the game is “almost 100 percent autobiographical (O’Neill, cited in Smith 2015)”.
However, it would be difficult for the proposed research to design a game based solely on personal
experience.
For the author’s Masters by Practice, she developed a point-and-click puzzle empathy game called
Depression Simulator. She wanted to create a game that is autobiographical but at the same time also
represents more point of views about depression, so she solicited contributions in the form of stories,
images and even music from the collaboration website HitRecord. The proposed research would take a
similar approach, and look into the values provided by lived experiences.
For data collection, the author is currently developing an online platform where people suffering from
mental illness can freely share their stories in the form of writings, images, video and music. The author
will also use the platform to work closely with the community and ask for feedback and feedforward.
In addition, the proposed research would also like to work closely with experts in psychology and mental
health. Similar to Hellblade (Ninja Theory, 2017), where the main character suffers from psychosis, and
the developers worked closely with Professor Paul Fletcher, a neuroscientist and psychosis expert at the
University of Cambridge in order to portray psychosis as accurately as possible (Lloyd, 2017).
The second sub research question is: “How to use video games to foster player empathy for mental
health awareness?”
There are two broad categories of empathy: emotional empathy and cognitive empathy. Emotional
empathy is the automatic and often unconscious response to another’s emotions, while cognitive empathy
is intentionally taking another person’s point of view (Hoffman, 1987; Stephen & Finlay, 1999). Some
studies induce empathy in participants through experimental manipulation and compare their responses
with control groups. These studies are more generalizable to the design of video games (Belman &
Flanagan, 2010).
Belman and Flanagan published a paper in the International Journal of Cognitive Technology as a
resource for those interested in using video games to foster player empathy. They have also been
working on a project called Values of Play that is devoted to assisting students in creating games for
3. good. iThrive Games, an organization supported by The D.N. Batten Foundation and Centerstone
Research Institute, also released resources on design principles for designing empathy games. The
proposed research will test the proposed design principles by both Values of Play and iThrive Games in
the design and development of video games.
The third sub research question is: “What are the psychological and emotional benefits of playing
video games?”
The proposed research will look into the psychological benefits of playing video games, building upon
existing research on the topic.
CheckPoint is a charity that connects mental health resources with video games and technology,
including producing a series of videos and a compilation of papers about the psychological and emotional
benefits of playing video games.
In a paper by Ryan, Rigby and Przybylski, they looked into how games can be used to improve mood and
how the mechanics of video games can relate to the well-established model of wellbeing in psychology,
Self-Determination Theory (Ryan et.al., 2006). They conducted studies, letting participants play different
types and games and then observed their wellbeing after playing.
There have also been studies on how games can be used for relaxation, such as by observing the brain
waves and heart rate variability of players as they played Bejewelled 2 (PopCap Games, 2004) and
seeing how it relates to mood and stress levels (Russoniello et.al., 2009), and studying how the levels of
immersion in games, such as World of Warcraft (Blizzard, 2004), correlated to the player’s wellbeing
(Snodgrass et. al., 2011).
Following up the previous question, the fourth sub research question is: “How to design video games
for people suffering from mental illness?”
The proposed research will look into the characteristics of video games with psychological and emotional
benefits that were and were not necessarily designed to improve wellbeing, and apply those concepts in
the design of video games for people suffering from mental illness.
Champions of the Shengha (BfB Labs, 2017) makes use of biofeedback technology, in the form of a heart
rate sensor, to train players in emotional regulation (Tucker, 2017). Following its success, Bfb Labs is
currently developing another game to treat children with general anxiety disorder.
While SuperBetter (SuperBetter, 2012) is a game that is designed to help people live a better life,
including beating depression and overcoming anxiety. SuperBetter was validated in two clinical trials
conducted at University of Pennsylvania, and at Ohio State University Wexner Medical Center and
Cincinnati Children’s Hospital funded by the National Institutes of Health.
The proposed research would also look into the gamification of mental health treatments, such as
Cognitive Behavioral Therapy, similar to Sparx (University of Auckland, 2013). Sparx was developed by
the University of Auckland in collaboration with young people to teach players mood management skills in
a fantasy world where they have to get rid of gloom and negativity via different quests. Sparx has been
tested through randomized control trials and have been found to be at least as effective as treatment as
usual, and produced higher remission rates (Merry et.al., 2012).
4. Methodology and Research Tasks:
Wesley Turner et. al. published a Primer for Developing Games for Mental Health, which included a
checklist for the different stages of development: Conceptualisation, Project Planning, Developer
Consultation, Ownership Rights and Adaptation (Turner et. al., 2016). The proposed research will adapt
some of the stages of development where applicable.
While Theresa Fleming et. al. identified four key ways for maximizing the impact of video games in mental
health, namely: user-centered approaches, engaging and effective interventions, intersectional and
international collaborations, and rapid testing and development (Fleming et. al., 2017).
Review of Related Literature
The proposed research will review related literature, and analyze existing video games and projects that
focus on empathy, mental health and psychology in video games, including review existing research by
the Creative Interventions, Art & Rehabilitative Technology (CiART) of the Centre for Game Design
Research, proceedings from Symposium on Games for Mental Health at KU Leuven, Symposium on
Computing and Mental Health at Chi Play Workshops.
Data Collection
As identified by Theresa Fleming et. al., it is necessary to have a user-centered approach, because the
motivations and preferences of different user groups on their mental health needs are different (Fleming
et. al., 2017).
In order to cater to this, the proposed research will collect information through surveys and interviews
from people with lived experiences, as well as consult experts in psychology and mental health. As
mentioned before, the author is currently developing an online platform for data collection.
Due to the sensitive nature of the proposed research, attention would also be given to address issues of
confidentiality, such as people’s medical history, and ownership of people’s stories about their lived
experience.
Game Development
The author is proposing a PhD by project and dissertation. The project should be undertaken as part of
the PhD and not as a stand-alone project, because in order to develop video games for mental health
requires diverse skills from both experts in psychology and mental health, and video game development
(Fleming et. al., 2017), as well as significant research.
The proposed project will apply the Agile Methodology for a rapid and iterative game development
process. The stages of the game development are: Concept, Design, Development, Testing and finally
Release. This methodology is chosen because this will allow the proposed research to receive feedback
and feedforward which can be applied in the refinement of the video game. Rapid testing and
implementation is also one of the ways identified by Fleming et. al. to maximize the impact of video
games in mental health, because user expectations of video games evolve rapidly (Fleming et. al., 2017).
5. During the Concept stage, the proposed research will answer a few questions identified by Turner et. al.
at their Conceptualisation stage, such as the purpose of the game, underpinning theories for the game,
the intended target audience (Turner et. al., 2016).
During the Design stage, the proposed research will answer a few questions identified by Turner et. al. at
their Project Planning and Developer Consultation stage, such as the game genre, potential barriers that
may impede game development, the game’s expected assessment or treatment outcomes, ideas for
gameplay, essential and non-essential aspects of the game, such as narrative and level design, and
platform of delivery (Turner et. al., 2016). The psychological theories will also need to be identified at this
stage (Turner et. al., 2016), as well as how it can be translated to game mechanics (Tujinman et. al.,
2017).
Currently, games for mental health have been predominantly delivered via PC (Kharrazi et. al., 2012;
Rahmani et. al., 2012) with a small percentage delivered via mobile devices (Kharrazi et al., 2012). The
proposed research will consider both these platforms, as well as new platforms such as virtual reality.
Based on the game design, tools needed to develop the game, such as game engines and softwares, will
be identified. The scope and scale of the game design will also determine if the proposed research will
need to collaborate with other game developers, such as additional programmers, artists and sound
designers, on the project. The game will be tested and released to a test group, and iterated based on
feedback and feedforward.
In order to properly evaluate the game’s expected assessment or treatment outcomes, new assessment
and monitoring tools may need to be developed as the most intervention studies are assessed through
self-report measures (Tujinman et. al., 2017). Randomized Control Trials may also be used to measure
the treatment outcomes.
Resources Needed:
The proposed research would require a computer and softwares for development, test devices, server for
hosting the developed video games, and developer accounts for publishing the developed video games.
Potential Audience:
Listed below are examples of conferences and journals that focused on game development, as well as
the intersection between psychology and media:
● Transactions of the Digital Games Research Association
● Journal of Media Psychology
● Journal of Computer Games and Communication
● Well Played Journal (Carnegie Mellon University)
● Computer Games Journal
● Games for Health Journal
The intersection between psychology and mental health with video games is a topic that is starting to gain
more traction with the help of organizations such as the aforementioned iThrive Games, BfB Labs and
CheckPoint, and Gaming the Mind by Royal College of Psychiatrists.
6. There are also a number of conferences that were about games for mental health, such as the
aforementioned Symposium on Games for Mental Health at KU Leuven, Symposium on Computing and
Mental Health at Chi Play Workshops, and Games for Change, which empowers game developers to use
games and technology to make the world a better place.
Beyond academics, the game industry and its conferences have also included talks and panels about
games for mental health, such as at Develop, PocketGamer Connects and GDC. In the independent
games community, the Asylum Jam is held yearly to challenge developers to explore outside of negative
mental health stereotypes in video games.
The proposed research will also be of interest to the general public, as it aims to use video games for
mental health awareness and for people suffering from mental illness.
BIBLIOGRAPHY
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