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MindHabits:
 The Development of an
Emotion Trainer Game for
    Stress Reduction
       Mark Baldwin, PhD
Department of Psychology, McGill University
       President, MindHabits Inc.
   Can a computer game train positive habits
    of thought, to build self-confidence and
    reduce stress?
       Research Background
       Game development and marketing
   Social intelligence – one’s way of thinking about
    self and other – is central to human health and
    happiness throughout life.
   Automatic habits of thought
       Attention, emotional associations, rumination
Visual Probe Test
Visual Probe Test
Visual Probe Test
6 00 .0 0



                                  3 00 .0 0
Cortisol AUC (arbitrary units)




                                      0 .00



                                 - 3 0 0.0 0



                                 - 6 0 0.0 0




                                               - 6 0 .0 0   - 4 0 .0 0   - 2 0 .00   0 .00   2 0.0 0       4 0.0 0
                                                                 Re je ction Bia s Sc o re s           Dandeneau, Baldwin, et al. Journal of
                                                                                                       Personality and Social Psychology, 2007
   Social
    Intelligence and
    Social
    Neuroscience
    research is
    investigating
    possibilities for
    training thought
    processes about
    self and others.
Emotion Training
   How might we help
    people train
    automatic habits of
    thought, to boost
    self-esteem and self-
    confidence, and to
    reduce stress?
Emotion Training
   Similar to Brain Trainers, but instead of
    aimed at helping you THINK better; aimed
    at helping you FEEL better
Emotion Training
    ACTIVATING thoughts of acceptance makes it
     easier to notice social support in daily life

    ASSOCIATING acceptance to cues, including
     the self-concept, makes it more likely to come to
     mind when needed

    INHIBITION TRAINING can help the person
     learn to disengage from social threat
Find the smiling, accepting face
Find the 5-petalled flower
Results:
   Removes attentional bias to threat

   Students playing daily while studying become less
    stressed about final exam, are less anxious during
    exam

   Telemarketers playing daily report higher self-
    esteem & less stress at the end of the week; have
    17% lower levels of stress hormone cortisol; are
    more confident and make more sales

   (Journal of Personality and Social Psychology,
    October 2007)
Results:
   Golf, like many other kinds of performance,
    suffers from any distraction due to
    evaluative concerns

   26 Golfers played the search-for-the-smile
    game (or control) before a round of golf

   Performed 5.24 strokes better on a round
    of golf, after playing the matrix.

   (Not yet published)
Scientific summary:
   Scientific studies demonstrate that
    specially-designed computer games can
    allow people to practice beneficial patterns
    of thought, leading to increased self-
    confidence and reduced stress.
Toward a Game:
    Licensed   to MindHabits

    TelefilmCanada’s “Great Canadian Video Game
    Competition”: Won $1.3 M

   Panel of judges:
        Yannis Mallat, CEO, Ubisoft Montreal
        Ron Moravek, VP & COO, Electronic Arts Canada
        Kelly Zmak, President, Radical Entertainment (Vivendi
         Universal Games Canada)
        Rory Armes, Senior VP and Group General Manager,
         EA Black Box and EA Montreal
   Created the
    MindHabits Trainer
   www.mindhabits.com
   Soon on multiple
    platforms, starting with
    casual game space
   Four training games
       100+ levels
   Five tracker tasks
       “Outlook” score tracks progress
   Science Lab
       Explain how and why
Inhibition
Association
Association
Activation
   Trackers: Measurement modules to assess
    the player’s current state of mind.
Focus
Look
Stroop
Blink
Self-Report
   Outlook score
    is calculated
    from trackers;
    shows
    progress over
    time
   Science Lab
    section gives
    game info and
    scientific
    background
Marketing: Brand Building
   Media Friendly
       Jan: PC Gamer: 2.6M
       Feb: HomeMaker magazine: 1.9M
       March: Marketplace: 8.1M
       April: Women’s Health: 3.2M
       May: Prevention magazine: 11M
Marketing: Distribution
   Patent protection: # USPTO 11/122,091
   Game out on web
       our own portal
       Oberon Media (300M gamers)
   International distribution deals for PC
   MindHabits named one of Top 25 Canadian
    IT Up and Comers by Branham Group
Marketing: Future Plans
   Additional platforms, channels (e.g., B2B)
   V2.0: Kids, relationships, self-regulation
   Embedding mini-games into other IP
   Partnerships (Contact us!):
       Games with a focus on wellbeing and health,
        particularly although not necessarily psychological
       Ideally although not necessarily with a science
        base
 www.MindHabits.com


  Mark.Baldwin@mindhabits.com
MindHabits: www.MindHabits.com
   Matthew Mather, CEO
       Fifth successful start-up; previous CEO Lycos Canada
       Founder of Immersion Corp – TouchSense in 100’s games
   Mark Baldwin
       Creator of technology and games,
       Two decades of research published in prestigious journals
   Rob Gordon, Article19 Group
       One of Canada’s hottest casual game developers
       Top selling games on market
   2000 volunteers
       “Gaming 2.0” from all over world
Social Intelligence Games
   Selected References:
       Dandeneau, S.D., Baldwin, M. W., Baccus, J. R., Sakellaropoulo, M., Pruessner, J. C.
        (2007, October). Cutting stress off at the pass: Reducing vigilance and responsiveness to
        social threat by manipulating attention. Journal of Personality and Social Psychology,
        93(4). 651-666.
       Pruessner, J. C., Baldwin, M.W., Dedovic, K., Renwick, R., Mahani, N. K., Lord, C.,
        Meaney, M., & Lupien, S. (2005). Self-esteem, locus of control, hippocampal volume, and
        cortisol regulation in young and old adulthood. Neuroimage, 28, 815-826.
       Dandeneau, S. D. M., & Baldwin, M. W. (2004). The inhibition of socially rejecting
        information among people with high versus low self-esteem: The role of attentional bias
        and the effects of bias reduction training. Journal of Social and Clinical Psychology, 23.
        584-602.
       Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem
        through classical conditioning. Psychological Science, 15, 498-502.
       Baldwin, M. W. & Kay, A. (2003). Adult attachment and the inhibition of rejection
        expectations. Journal of Social and Clinical Psychology. 22, 275-293.
       Baldwin, M. W., & Main, K. J. (2001). The cued activation of relational schemas in social
        anxiety. Personality and Social Psychology Bulletin, 27, 1637-1647.
       Baldwin, M. W., & Meunier, J. (1999). The cued activation of attachment relational
        schemas. Social Cognition, 17, 209-227.
       Baldwin, M. W., & Sinclair, L. (1996). Self-esteem and “if...then” contingencies of
        interpersonal acceptance. Journal of Personality and Social Psychology, 71, 1130-1141.
       Baldwin, M. W., Keelan, J. P. R., Fehr, B., Enns, V., & Koh-Rangarajoo, E. (1996).
        Social cognitive conceptualization of attachment working models: Availability and
        accessibility effects. Journal of Personality and Social Psychology, 71, 94-104.
       Baldwin, M. W. (1992). Relational schemas and the processing of social information.
        Psychological Bulletin, 112, 461-484.

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Mind Habits Emotion Trainer Games For Health 2008

  • 1. MindHabits: The Development of an Emotion Trainer Game for Stress Reduction Mark Baldwin, PhD Department of Psychology, McGill University President, MindHabits Inc.
  • 2. Can a computer game train positive habits of thought, to build self-confidence and reduce stress?  Research Background  Game development and marketing
  • 3. Social intelligence – one’s way of thinking about self and other – is central to human health and happiness throughout life.
  • 4. Automatic habits of thought  Attention, emotional associations, rumination
  • 8. 6 00 .0 0 3 00 .0 0 Cortisol AUC (arbitrary units) 0 .00 - 3 0 0.0 0 - 6 0 0.0 0 - 6 0 .0 0 - 4 0 .0 0 - 2 0 .00 0 .00 2 0.0 0 4 0.0 0 Re je ction Bia s Sc o re s Dandeneau, Baldwin, et al. Journal of Personality and Social Psychology, 2007
  • 9. Social Intelligence and Social Neuroscience research is investigating possibilities for training thought processes about self and others.
  • 10. Emotion Training  How might we help people train automatic habits of thought, to boost self-esteem and self- confidence, and to reduce stress?
  • 11. Emotion Training  Similar to Brain Trainers, but instead of aimed at helping you THINK better; aimed at helping you FEEL better
  • 12. Emotion Training  ACTIVATING thoughts of acceptance makes it easier to notice social support in daily life  ASSOCIATING acceptance to cues, including the self-concept, makes it more likely to come to mind when needed  INHIBITION TRAINING can help the person learn to disengage from social threat
  • 13. Find the smiling, accepting face
  • 15. Results:  Removes attentional bias to threat  Students playing daily while studying become less stressed about final exam, are less anxious during exam  Telemarketers playing daily report higher self- esteem & less stress at the end of the week; have 17% lower levels of stress hormone cortisol; are more confident and make more sales  (Journal of Personality and Social Psychology, October 2007)
  • 16. Results:  Golf, like many other kinds of performance, suffers from any distraction due to evaluative concerns  26 Golfers played the search-for-the-smile game (or control) before a round of golf  Performed 5.24 strokes better on a round of golf, after playing the matrix.  (Not yet published)
  • 17. Scientific summary:  Scientific studies demonstrate that specially-designed computer games can allow people to practice beneficial patterns of thought, leading to increased self- confidence and reduced stress.
  • 18. Toward a Game: Licensed to MindHabits TelefilmCanada’s “Great Canadian Video Game Competition”: Won $1.3 M  Panel of judges:  Yannis Mallat, CEO, Ubisoft Montreal  Ron Moravek, VP & COO, Electronic Arts Canada  Kelly Zmak, President, Radical Entertainment (Vivendi Universal Games Canada)  Rory Armes, Senior VP and Group General Manager, EA Black Box and EA Montreal
  • 19. Created the MindHabits Trainer  www.mindhabits.com  Soon on multiple platforms, starting with casual game space
  • 20. Four training games  100+ levels  Five tracker tasks  “Outlook” score tracks progress  Science Lab  Explain how and why
  • 25.
  • 26. Trackers: Measurement modules to assess the player’s current state of mind.
  • 27. Focus
  • 28. Look
  • 30. Blink
  • 32. Outlook score is calculated from trackers; shows progress over time
  • 33. Science Lab section gives game info and scientific background
  • 34.
  • 35. Marketing: Brand Building  Media Friendly  Jan: PC Gamer: 2.6M  Feb: HomeMaker magazine: 1.9M  March: Marketplace: 8.1M  April: Women’s Health: 3.2M  May: Prevention magazine: 11M
  • 36. Marketing: Distribution  Patent protection: # USPTO 11/122,091  Game out on web  our own portal  Oberon Media (300M gamers)  International distribution deals for PC  MindHabits named one of Top 25 Canadian IT Up and Comers by Branham Group
  • 37. Marketing: Future Plans  Additional platforms, channels (e.g., B2B)  V2.0: Kids, relationships, self-regulation  Embedding mini-games into other IP  Partnerships (Contact us!):  Games with a focus on wellbeing and health, particularly although not necessarily psychological  Ideally although not necessarily with a science base
  • 38.  www.MindHabits.com  Mark.Baldwin@mindhabits.com
  • 39. MindHabits: www.MindHabits.com  Matthew Mather, CEO  Fifth successful start-up; previous CEO Lycos Canada  Founder of Immersion Corp – TouchSense in 100’s games  Mark Baldwin  Creator of technology and games,  Two decades of research published in prestigious journals  Rob Gordon, Article19 Group  One of Canada’s hottest casual game developers  Top selling games on market  2000 volunteers  “Gaming 2.0” from all over world
  • 40. Social Intelligence Games  Selected References:  Dandeneau, S.D., Baldwin, M. W., Baccus, J. R., Sakellaropoulo, M., Pruessner, J. C. (2007, October). Cutting stress off at the pass: Reducing vigilance and responsiveness to social threat by manipulating attention. Journal of Personality and Social Psychology, 93(4). 651-666.  Pruessner, J. C., Baldwin, M.W., Dedovic, K., Renwick, R., Mahani, N. K., Lord, C., Meaney, M., & Lupien, S. (2005). Self-esteem, locus of control, hippocampal volume, and cortisol regulation in young and old adulthood. Neuroimage, 28, 815-826.  Dandeneau, S. D. M., & Baldwin, M. W. (2004). The inhibition of socially rejecting information among people with high versus low self-esteem: The role of attentional bias and the effects of bias reduction training. Journal of Social and Clinical Psychology, 23. 584-602.  Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing implicit self-esteem through classical conditioning. Psychological Science, 15, 498-502.  Baldwin, M. W. & Kay, A. (2003). Adult attachment and the inhibition of rejection expectations. Journal of Social and Clinical Psychology. 22, 275-293.  Baldwin, M. W., & Main, K. J. (2001). The cued activation of relational schemas in social anxiety. Personality and Social Psychology Bulletin, 27, 1637-1647.  Baldwin, M. W., & Meunier, J. (1999). The cued activation of attachment relational schemas. Social Cognition, 17, 209-227.  Baldwin, M. W., & Sinclair, L. (1996). Self-esteem and “if...then” contingencies of interpersonal acceptance. Journal of Personality and Social Psychology, 71, 1130-1141.  Baldwin, M. W., Keelan, J. P. R., Fehr, B., Enns, V., & Koh-Rangarajoo, E. (1996). Social cognitive conceptualization of attachment working models: Availability and accessibility effects. Journal of Personality and Social Psychology, 71, 94-104.  Baldwin, M. W. (1992). Relational schemas and the processing of social information. Psychological Bulletin, 112, 461-484.