Overview of positive media psychology by Dr. Pamela Rutledge for the Fielding Graduate University School of Psychology Colloquium, April 9, 2021. Positive Media Psychology is a specialized area within media psychology that emerged to promote the use and development of media technologies that support well-being and human flourishing. By using a positive psychology paradigm, researchers and developers will be better able to evaluate and harness the power of media technologies to impact lives and society for the better. This deck includes an overview of some theoretical constructs and real-world examples.
Implementing Trauma-Informed Care in Christian CounselingDenice Colson
A presentation for Professional Counselors on implementing trauma-informed care, evaluation, and potential treatment using Strategic Trauma and Abuse Recovery (c). Specifically for Christian-integration.
Implementing Trauma-Informed Care in Christian CounselingDenice Colson
A presentation for Professional Counselors on implementing trauma-informed care, evaluation, and potential treatment using Strategic Trauma and Abuse Recovery (c). Specifically for Christian-integration.
Muhammad Saud KharalPhD in Social Science, Department of Sociology Faculty of Social and Political Sciences, Universitas Airlangga, Surabaya Indonesia.
Email: muhhammad.saud@gmail.com
Presentation and teaching material: Communication Theory - Cultivation Theory by George Gerbner. Research on Television and Violence based on the Cultural Indicators Project
Media psychology is the application of psychological science--the study of human behavior, emotions, and cognitions--to all forms of mediated communications and technologies. It takes into account the spectrum of activity from production, content, and consumption to distribution and impact. It is a continually changing, multi-disciplinary field with implications for individuals, organizations and society. We apply it to technology design, such as augmented and mixed realities, marketing and brand development, with approaches such as transmedia storytelling, and usability and audience engagement based on core human goals, needs and motivations.
Muhammad Saud KharalPhD in Social Science, Department of Sociology Faculty of Social and Political Sciences, Universitas Airlangga, Surabaya Indonesia.
Email: muhhammad.saud@gmail.com
Presentation and teaching material: Communication Theory - Cultivation Theory by George Gerbner. Research on Television and Violence based on the Cultural Indicators Project
Media psychology is the application of psychological science--the study of human behavior, emotions, and cognitions--to all forms of mediated communications and technologies. It takes into account the spectrum of activity from production, content, and consumption to distribution and impact. It is a continually changing, multi-disciplinary field with implications for individuals, organizations and society. We apply it to technology design, such as augmented and mixed realities, marketing and brand development, with approaches such as transmedia storytelling, and usability and audience engagement based on core human goals, needs and motivations.
life skills are the skills required for every human being in the universe by which they can make their life more easier. these are soft skills for the betterment of life. even though they are illiterate they need life skills.
Life skill education is needed for adolescents to cope with stress and emotions.
This is a guide to teachers as well as students.
Many viewers requested me for allowing to download the presentation.
I feel proud and allowed to download so that some people will be benefited to bring the change in society.
We are working for a better tomorrow.
Pratima Nayak
pnpratima@gmail.com
This presentation was created as a part of a public relations campaigns presentation for a course at Georgia Southern University based on the textbook requirement.
The media plays an important role in defining who we are, what we desire and what is acceptable (or not) in our reality.
In this talk, we discuss the current state of affairs and discuss how we improve upon it.
This is the actual slides presented at Arizona State University on February 10th, 2014
Healthy Media Use: Throw Out Everything You Know About Screen TimePamela Rutledge
Screen Time is a common measure of media use but the research has problems: no common definitions and no reliable measures. Mindful media use puts the emphasis on individual goals and emotions to create a healthy media plan for adults and kids.
VR and Personality: Ability to Experience Presence Pamela Rutledge
As a media psychologist, I look at Individual needs, goals and differences and what that means for media projects---use, impact and design. VR is so extraordinary, that it's easy to forget that one size doesn't fit all. Psychological immersion--what we call presence--defines VR success and is related to measurable personality traits.
The Olympics As A Public Relations Strategy: Americans Views About China Bef...Pamela Rutledge
Research examining Americans' perceptions of China before and after the 2008 Olympics. Implications for using Olympics as a public relation strategy to change global perceptions.
Masters in Media Psychology - Fielding Graduate UniversityPamela Rutledge
Join Dr. Pamela Rutledge to learn about media psychology and the MA degree program in media psychology at Fielding Graduate University. Session is online on Zoom. Questions from attendees welcome! Sign up here: http://www.fielding.edu/events/event/ma-in-media-psychology-information-session-4/
From Selfies to Fan Experience: Research Interests - Pamela RutledgePamela Rutledge
Overview of some of my research interests for Dan Sewell's PhD Research Course at Fielding Graduate University: honing a good research question, body image, social impact of Twilight fans and selfies.
Brief overview of Bruner's narrative framework for brand psychology and transmedia storytelling. Bruner's work is particularly important in transmedia projects to inform storyworld coherence.
Visiting lecture via Skype: Lipscomb University for Sandy Brownlee's Transmedia Storytelling. Discussing the cognitive and neuro underpinnings of the digital environment, the need to think "transmedia" with a 360 degree view for audience engagement, even when launching a single media project, such as an indie film. Includes explanation of flow channel for optimal engagement, comparable model for narrative, including narrative exit points. Examples include Three Little Pigs, East Los High and ISIL.
Psychology of Design: Brand Story & Virtual Reality - Media Summit 2016Pamela Rutledge
Dr. Pamela Rutledge, Media Summit 2016.
A brand is a virtual reality. If you're creating VR to sell your brand, don't screw up the brand story that already lives in the consumer's brain. Stories are essential to bridge the gap between human cognition and digital experience. Too much technology and not enough attention to consumer experience will result in #VRfail.
Selfie Empowerment: The Positive Side of SelfiesPamela Rutledge
Presentation from American Psychological Association National Convention 2015 by Pamela Rutledge, PhD.
We live in the age of selfies. Is this a problem? No. On the contrary, selfies are instant visual communication, focusing on the process of life. They 'speak' to our brains on an emotional level, transmitting not just text but experience. They are also a new visual genre, distinct from all others in history. Portraiture is no longer restricted to the rich and famous and, for the first time in history, we are completely in charge of our own image. Selfies can be empowering and positive, inspiring personal change, increasing mindfulness and gratitude and enhancing social connection.
Overview of the media psychology certificate in Brand Psychology & Audience Engagement offered through Fielding Graduate University. Lead faculty Pamela Rutledge, PhD and Jerri Lynn Hogg, PhD
Redefining Learning Spaces: Online and Transmedia EducationPamela Rutledge
Presentation at APA National Convention 2015 in Toronto by Dr. Pamela Rutledge and Dr. Jerri Lynn Hogg.
Technology has changed the learning landscape. We can learn everywhere; it's time to teach everywhere too.
The Transmedia Trip: The Psychology of Multi-Platform EngagementPamela Rutledge
The psychology and neuroscience of story drive elements of narrative engagement and provide helpful keys to the design of structural and narrative elements to keep the user in the ‘transportation zone.’
Psychology of Engagement through Audience Profiling Using PersonasPamela Rutledge
Using personas to craft experience: New technology has created a population that is not satisfied unless they can connect, interact, and collaborate. Personas are the starting point in developing a strategy for engaging your audience in ways that lay the foundation to better serve your audience through appropriate channels and messaging, build trust and establish a longer term relationship, focus efforts and expose internal conflicts and more effectively use resources. Panel presentation at APA National Convention, Washington DC 2014 with an overview of the persona development process.
Transmedia storytelling is the intentional integration of technology platforms and audience collaboration into a coordinated story. It creates an immersive participatory story experience which expands reach, increases persuasion and buy-in and builds an adaptable structure for a more sustainable campaign.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
3. What is
Media
Psychology?
Why Define it?
◦ Definitions are critical to shared understanding.
◦ Media is a term with preexisting mental models.
Definitions Vary: Here’s Mine:
◦ Media psychology defines media broadly.
◦ Media psychology applies psychological theories, research
and methods of inquiry to the totality of mediated
experience.
◦ We look through the eyes of consumers, creators,
distributors and society to understand technology-enabled
interactions in a rapidly changing media landscape.
4. Media Psychology Areas of Interest
Media impact: Includes the range of cognitive, emotional and behavioral effects
on individuals and society of content and mediated experience across all types
of media technologies, from entertainment to VR
Media processes: Includes internal processes in relation to media use, including
motivation, attention perception, learning and emotions, adaptive and
instinctive responses and biological markers.
Media interaction: Includes social interrelationships and meaning making that
occurs in an around media, such as content creation and sharing, community
and group processes, network and systems, social construction, game play
Media expression, development and design: expression of self, creation of
media content, structure, user experience, interaction design
5. What is Positive Media Psychology?
Positive Media Psychology is a specialized area within media psychology that emerged to
promote the use and development of media technologies that support well-being and
human flourishing.
Positive media psychology shifts the focus away from psychology’s problem-centric
medical model to a balanced and holistic approach to understanding mediated experiences.
Why Does This Matter?
By using a positive psychology paradigm,
researchers and developers will be better able to
evaluate and harness the power of media
technologies to impact lives and society for the
better.
Psychology
Media
Psychology
Positive
Psychology
6. A Shift in Perspective
Media psychology research has traditionally reflected society’s concerns
about the negative impact of media and technology use.
Positive media psychology moves inquiry away from finding what’s
wrong to identifying the human strengths, values and emotions that
support human flourishing and the pursuit of a life well-lived
Why Does This Matter?
Media Psychology is applied.
This shift focuses on the benefits people derive from interaction with
media and to impact applications and guidelines for positive media use
and development.
7. Cognitive Bias and Media
Douglas Adams observed that:
◦ Technology that exists when we are born is
normal.
◦ Anything invented before we turn 35 is
exciting.
◦ Anything that comes later is suspect and
probably dangerous.
8. Technology Scares and
Moral Panics
Socrates was against writing because we wouldn’t use our memories
Swiss scientist Conrad Gessner raised the alarm over information overload that overwhelmed
people with data and the abundance was confusing and harmful. In was 1565.
1700s, French statesman argued that getting news from the printed page was socially isolating
and detracted from the spiritually uplifting experience of getting news from the pulpit
In a 1906 text entitled “The Menace of Mechanical Music,” John Philips Sousa was appalled by
the popularity of the gramophone and warned it was becoming a “substitute for human skill,
intelligence and soul.”
Radio was said to distract children from reading, damaged their school performance and the
compelling excitement of the loudspeaker disturbed the balance of excitable minds
Television was going to destroy conversation, disrupt patterns of family living, and vulgarize
American culture
CNN reported that “Email Hurts IQ more than pot”
Twitter and Facebook can harm moral values, destroy a generation’s ability to form relationships,
and increase the risk of cancer.
9. Social Failures vs. Media Failures
◦ Social failures are places where reality falls short, where social interactions do not occur that
would make people better off.
◦ We automatically think about what we do have rather than what we don’t. We assume that what
we do have is “normal” and therefore superior.
◦ Media failures occur when the use of media technologies prevents the occurrence of positive
experiences that contribute to wellbeing. When we are suspicious of something new, we look for
the failure there.
◦ Focusing on goals, functions and solutions adds clarity by challenging bias.
10. My Assumptions
◦ Psychology is the starting point,
not the media or technology
◦ Audiences are agentic and
complex
◦ Media technologies are tools
◦ Media use is a functional and is
chosen to satisfy needs and goals
◦ People will use the most effective
ways available to them meet their
goals
◦ Media experiences vary across
content, platform and device
◦ The brain processes media content
as real
11. Framing the Questions
Positive media psychology focuses the tools of
psychology on the constructs of positive psychology
to find out:
◦ Where, when and why positive experiences occur
◦ How to encourage positive change
◦ How to use media and technology to create
structures that promote positive outcomes.
Positive psychology assumes that people can learn
and change by adopting positive practices or being
exposed to positive experiences and messages
12. Concepts
& Major
Models
Perspectives on wellbeing
◦ Hedonic vs. Eudaimonic
Happiness
◦ PERMA
◦ Broaden and Build
◦ Self Determination
Theory
◦ Flow
Virtues in Action
◦ Resilience
◦ Empathy
13. Hedonic vs. Eudaimonic Happiness
The pleasant life: hedonic happiness
The life of enjoyment. People get positive feelings from
pursuing interests and pleasurable experiences.
The meaningful life: eudaimonic happiness
The life of engagement. People immersive themselves
and experience a state of flow, or optimal engagement
and experience a sense of purpose and meaning.
Social wellbeing extends eudaimonic happiness to
beyond the personal domain include a sense of belonging
to a community and making a contribution to society.
(Ryff, 1989)
Well-
Being
Personal
Growth
Self-
accepta
nce
Autonom
y
Mastery
Positive
Social
Connecti
on
Purpose
14. PERMA Model: 5 Facets of Wellbeing
The PERMA model contains five components that are intrinsically motivating and contribute
to wellbeing. These elements are defined and measured independently of each other
(Seligman, 2012). They contain both eudaimonic and hedonic components, setting this
model apart from other theories of wellbeing.
15. Self-Determination Theory
Broad framework for motivation and personality that
defines intrinsic and extrinsic sources of motivation
and their roles in cognitive and social development
and individual differences.
SDT addresses the social and cultural factors that
facilitate or undermine people’s sense of autonomy,
competence, and relatedness which are argued to be
the source of human flourishing and wellbeing. These
factors are at the core of motivation and engagement
in activities, including enhanced performance,
persistence, and creativity (Deci & Ryan, 2002).
17. We feel most engaged with life
when we are involved in mastering
a challenge — in sports, art or
simply in the everyday activities of
living.
This sense of enjoyment…when our
skills match high
challenges is called Flow.
Mihaly Csikszentmihalyi
18. Six Factors of
Flow
Experience
Intense focus and concentration
Immersion into an activity
A loss of self-consciousness
A sense of personal control or
agency
A loss of the sense of time
Experiencing an activity as
intrinsically rewarding; an autotelic
experience
(Seligman & Csikszentmihalyi, 2014)
20. VIA (Values in Action) Character Strengths
Wisdom &
Knowledge
Courage Humanity Justice Temperance Transcendence
Cognitive
strengths that
entail the
acquisition and
use of
knowledge
Emotional
strengths that
involve the
exercise of will
to accomplish
goals in the
face of
opposition,
external or
internal
Interpersonal
strengths that
involve tending
and befriending
others
Civic strengths
that underlie
healthy
community life
Strengths that
protect against
excess
Strengths that
forge
connections to
the larger
universe and
provide meaning
Creativity
Curiosity
Judgment
Love of learning
Perspective
Bravery
Perseverance
Honesty
Zest
Love
Kindness
Social
intelligence
Teamwork
Fairness
Leadership
Forgiveness
Humility
Prudence
Self-regulation
Appreciation of
beauty
Gratitude
Hope
Humor
Spirituality
(Peterson & Seligman, 2004)
21. Living In A Digital World
◦ Our social world is a continuum between online
and offline
◦ Evolution of the human brain does not keep up
the pace of technological change
◦ Digital technologies amplify, enable and constrain
behaviors; they do not change core needs
◦ Core needs are a dialectic between the active
organism and social context and can be
summarized as autonomy, competence, and
social connection
◦ Technology and human behavior co-evolve
◦ Technology that satisfies core human needs
survives
22. Positive Technology:
Empowerment,
Engagement and Change
Premise:
Technology provides structure and support for
improving and sustaining personal change by
creating environments that encourage optimal
engagement (Flow), and manipulate the quality of
experience to increase wellness, generate strengths
and resilience.
Hedonic: Technologies that induce positive or
pleasant experiences
Eudaimonic: Technologies supporting engagement
and self-actualizing experiences
Social/Interpersonal connectedness: Technologies
that improve social integration and relationships.
(Villani, et al., 2016).
23. Applications
◦ Research
◦ Media and technology-based
interventions
◦ Increased efficacy through
information access
◦ Individual self-help
◦ Methods for teaching and
learning
◦ Applications in the workplace
◦ Public policy
◦ Behavior change
◦ User experience design
◦ Entertainment and marketing
content
25. Sparking Joy with Marie Kondo
People who live in organized households have lower stress, better quality of life,
higher perceived efficacy and are more productive (Delphine et al., 2014).
Shifts perspective to focusing on what is wanted instead of what is not (Changmin,
2010).
Expressing gratitude for the objects you are removing with research in positive and
evolutionary psychology, which suggests that expressing gratitude promotes
positive affect, increases satisfaction with life and is associated with physical
changes that promote health and well-being. (Polak & McCullough, (2006)
26. Education-
Entertainment:
Simplemente
Maria
A Peruvian telenovela starring a
poor peasant girl who works her
way out of poverty taking literacy
lessons and using a sewing
machine sparked a huge spike in
sales of Singer sewing machines
and enrollment in state literacy
programs.
The social impact of
Simplemente Maria led to the
development of the Sabido
Methodology and establised an
education-entertainment
approach to social change using
the form of soap operas and
serial dramas.
The programs, targeting issues
such as teen pregnancy and
domestic violence, have been
used around the world.
27. Creating Social Change with Entertainment
East Los High was created by Population
Media Center based on Sabido’s methodology
and developed using a transmedia structure.
The series was developed to address the high
numbers of pregnancies among Latinx teens.
Theoretical foundations include
◦ Dramatic theory for character and structure
◦ Jung’s archetypal characters
◦ Communication models
◦ Triune brain theory
◦ Bandura’s social learning theory
◦ Parasocial relationships
◦ Narrative structure
The program had a significant impact on issues
like adolescent sexual and reproductive health.
28. Jokes, Memes,
Silly Things
and Positive
Emotions
◦ Happiness improves
the immune system
◦ Releases endorphins
◦ Relaxes muscles
◦ Improves circulation ad
protects the heart
31. Peloton
PERMA wellbeing framework
Structure provided through goals, rules and
feedback reinforces sense of purpose, focuses
attention, provides motivation
Augmented experience through production
values and strategies; multimodal experience
Social/interpersonal interaction with other
riders, emotional connection to instructors
32. Personal
Data &
Wearables
Wearable activity trackers can
promote physical activity behaviors
in a wide age range of users.
They are easily distributed and
integrated as a part of physical
activity interventions.
Behavior change techniques most
commonly found include self-
monitoring and self-regulation
techniques, social connection and
accountability
Additional techniques specific to
older adult are needed to help users
overcome barriers to physical activity
by problem-solving and modeling.
37. Remix
Culture
Mash-up of 8 artists’ tracks:
• Black Eyed Peas
• Katy Perry
• Snoop Dogg
• Jay Sean
• Nicki Minaj
• Flo Rida
• David Guetta
• Kings Of Leon
43. Cause Marketing: Uber Giving
In September 2016, the European refugee crisis came to
public attention due to the death of three-year-old Alan
Kurdi. Uber decided to provide logistics support.
The Uber app allowed people to swipe to ‘Giving’ and
request a car to pick up donations such as blankets and
clothing which would be delivered to local charity
partners such as Save the Children in the UK.
Donations filled 10 shipping containers.
Four factors that contributed to the success of
UberGiving:
◦ Customer first: Uber enabled riders to do something
important to them.
◦ Relevancy: Uber moved at record speed to make sure
riders and partner-drivers could give back when they
wanted to.
◦ Tangible: Donations represented a real way to make a
difference.
◦ Reach: The campaign was shared widely without
investment in media by Uber
45. Positive Psychology To Go
Headspace offers meditation and mindfulness for any mind, any
mood, any goal
The Live Happy app has a specific focus on activities that can
bring about more positive feelings, like "savor," "strive," and
"thank,"
DayOne personal journaling provides a convenient place for
positive reflections, images and encourages reflection and
savoring.
The Happify app includes many games and activities that have
been shown to be effective to help you more optimistic and
change your thought patterns.
The Thought Diary app employs cognitive-behavioral therapy
strategies and enables you to track your thought patterns and
switch to healthier thinking patterns.
MindShift is geared toward teens and young adults who
experience general anxiety to teach coping skills and build
resilience.
46.
47. Flow &
Creativity
Positive art therapy based on flow
helped breast cancer participants
regain a feeling of purpose and
meaning in their lives through their
artistic expression of posttraumatic
growth.
Experiences of flow during the
creative process helped lower
feelings of helplessness and increase
confidence among participants.
48. Virtual Reality and Games
The USC Institute for Creative Technologies
as developed and tested a number of
therapeutic uses of virtual reality.
◦ Immersion therapy for PTSD
◦ Rehabilitation skills training using video
games
◦ Virtual assessment and intake in military
installations to minimize shame and stigma
and encourage help-seeking (Rizzo &
Bouchard, 2019)
50. Dual Pathways of Influence
Technology extends reach and enables tailoring for relevance
The use of social connectivity shifts reinforces agency and self-determination through
social influence and facilitates behavioral change and long-term adoption
Social
Engagement
Technology
Use
Behavioral
Change
53. Australia:
Mobile
Language
Learning
Learnosity Voice platform was
used in 13 schools across three
Australian states: South Australia,
Tasmania and Victoria, targeting
250 students learning the
Indonesian language.
Pre and post test measure results
showed that the students made
significant improvements in their
Indonesian language skills. The
improvements in test scores was
particularly notable in weaker
students.
54. Mobile
Literacy in
India
MILLEE Mobile and
Immersive Learning for
Literacy in Emerging
Economies sponsored the
development of mobile-
based games that
simulated local village
games to help kids learn
English.
57. Red Cross &
Pay Pal
The Red Cross has been
extraordinarily successful in
raising funds using things
like texting and Pay Pal.
It allows people to take
action immediately and
people believe they matter
when feel they can make a
difference.
63. Examples of Positive Psychology Measures
Positive and Negative Affect Schedule (Watson et al, 1988) is used to assess general levels
of positive and negative emotions
The Subjective Happiness Scale (SHS; Lyubomirsky & Lepper, 1999) is used to assess the
cognitive component of hedonic well-being
Eudaimonic Well-Being measures six components, (autonomy, environmental mastery,
personal growth, positive relations with others, purpose in life, and self-acceptance (Ryff,
1989).
Social Wellbeing combines measures of five components, social acceptance, social
actualization, social coherence, social contribution, and social integration (Keyes, 1998)
General Self-Efficacy Survey (Schwarzer, 2012)
Resilience Scale (Wagnild and Young, 1993) among several
64. References
Cascio CN, O'Donnell MB, Tinney FJ, et al. Self-affirmation activates brain systems associated with self-related processing and reward and
is reinforced by future orientation. Soc Cogn Affect Neurosci. 2016;11(4):621-629. doi:10.1093/scan/nsv136
Catalino LI, Algoe SB, Fredrickson BL. Prioritizing positivity: An effective approach to pursuing happiness? Emotion. 2014;14(6):1155-1161.
doi:10.1037/a0038029
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