A nice discussion of the promise – and challenges – of using video game to promote health.
Many of us parents worry about the potential negative effects of technology – particularly mobile technology – on our children. But we have precious little science out there that can help us figure out the costs and benefits, risks and returns. Heck, we’ve had television sets in our homes for over 80 years and we still don’t know a lot about its effects on kids.
But putting our kids in front of technology is sometimes hard to resist. Your kid is having a tantrum on the grocery line? Bring up a movie on the iPad. Children whining at the restaurant? Hand them your iPhone and see their little smiling faces and glazed-over eyes light up from the warm glow of the screen.
However, these solutions are often tinged with parental guilt and a nagging feeling that maybe we shouldn’t be doing this quite so much. To figure out how much is too much, I apply what I call the delight principle – and it’s perhaps not what it sounds like. It’s not experiencing the (yes) exquisite delight of that whining/crying/fussing/annoying behavior stopping as quickly as if you pressed the mute button. Rather, it’s the idea that if we’re putting devices in our children’s hands so much that we’re losing opportunities to delight in them and enjoy their wonderful little selves, then we might want to reevaluate.
In a nutshell, devices can be used in a “disconnecting” way that, over time, can reduce a child’s experience of that loving twinkle in your eye, that unconditional positive regard that is the cornerstone of a happy childhood.
This notion – show your child that you delight in them – is obvious in many ways. But I think that in the cacophony of all the “expert” parenting advice out there – from free range parenting to attachment parenting – this simple instinct that every parent has is easy to lose track of. When children are NOT being delightful (often!), devices are not necessarily a parent’s best friend. Here are a few ways that delight can be blocked when devices are used to disconnect during frustrating situations:
1. Remember to twinkle: Children need to see themselves literally reflected in our eyes in the form of that loving twinkle. It’s not that we need to praise them (and indeed there is good research coming out now about the downside of praise) but rather we need to take joy in their accomplishments, mirror their journey of self-discovery, and be our children’s promoters (as distinct from praisers). Putting devices in front of our kids “too much” has the effect of directly, physically blocking that twinkle. We need to trust our guts as parents on how much twinkle we want to block and make a mindful choice.
2. Share your child’s world: Take time to see the world from your child’s perspective. Every parent knows that it’s a magical place. Explore the world together, discuss ideas, point out things that are interesting or puzzling or wonderful. Listen to what they have to say about it, and if they don’t have much to say, just be with their experience of it and share your experience. Using a device to share in your child’s world seems like one of the best possible uses of a device. So, when we bring out a device, we can choose to use it to connect with our children or to tune them out.
3. Help your child find their own inner delightful child: Just in case you were starting to think I am a proponent of “just twinkle and let the hard stuff go” – not the case. By #3 here, I mean I think we shouldn’t be afraid to talk to our child about being civilized and polite – yes, delightful – human beings. I think that children who are explicitly taught and socialized to be polite, compassionate, and empathic will on average be delightful children and will grow up to be delightful adults. And the converse is also true. I think too much device time reduces opportunities to guide our children towards being delightful. Moreover, we have to believe that a child is delightful for this to even work. With too much device time I think it’s harder to know how delightful our children truly can be.
There are definitely times when I choose to use a device to press that mute button and just take a break. But when this starts to become a family habit (are they on the device every time you go out to dinner, precluding opportunities to actually talk with one another? Are they spending so much time watching tv that you don’t know how their day at school was? ), it might make sense to do a delight check and make sure the technology choices we’re making for our children sit right with us.
Posted by Psyche's Circuitry on June 19, 2014
Posted by Psyche's Circuitry on March 19, 2014
My forthcoming research paper reporting on a mobile app that gamifies an emerging treatment for anxiety and stress – a paper that hopefully will be officially out in the next month or so – is starting to be discussed in the media, including the Huffington Post. Thank you Wray Herbert for such great coverage of the study.
Posted by Psyche's Circuitry on February 19, 2014
Games that are not games. There is a serious barrier to the effective gamification of mental health. This barrier is that the games we psychologists and health professionals are coming up with are not fun. In fact, they are totally uncool, border on the condescending, and wouldn’t motivate anyone to play for more than 30 seconds. This is the case even though the bar is set quite low because these “games” address things that people really want, like boosting our intelligence and memory, reducing depression and stress, quitting smoking, … fill in the blank. I’ve been fascinated with this disconnect between Psychology’s view and real-world acceptability. This disconnect is plaguing other fields as well, such as in the development of “serious games” for education. In this larger context, I’ve been working on the development of an app that takes a scientifically proven approach to reducing stress and anxiety, and embeds the “active ingredient” of this intervention into a game that is fun – fun enough, we hope, for someone to want to play for much more than 30 seconds.
Fun versus health goals. In the midst of this ongoing development process, I had the pleasure of speaking with Nick Fortugno, co-founder of the game design company Playmatics. In addition to creating really fun games, like Diner Dash, he has created games to promote positive social change and is one of the visionary and forward-thinking advocates for the idea that serious games can and should be fun. So, he has a deep understanding of the barriers facing the gamification of mental health. As we were talking about these barriers, Nick said something that really got me thinking. He said, when we design games for education or health, we have to remember that “the game doesn’t care” about whether we’re making progress towards our goal. This elegant idea highlights the fact that a game isn’t fun because it meets some criterion we have for success – like boosting our ability to remember, reducing symptoms of anxiety, or losing 5 pounds. A game is fun because it creates an aesthetic experience and facilitates game play that we want to come back to again and again. Therefore, I would argue that a “serious” goal embedded in a truly fun game is reached almost as a by-product of the fun.
The need for backward engineering. I think I am accurate in saying that very few people, myself included, who are trying to create serious games for wellness think like this – i.e., like a game designer – about the process of gamification. From what I can tell, game designers think very deeply about the experience they want the game to promote, and then they work through the pragmatics of the game play that will facilitate this experience. This backward engineering from the point of view of the aesthetic/experiential goal to the pragmatics of the game is the opposite of what psychologists do when they think about gamification. Instead, we have parallel streams of development in which (a) we know that our “game” (read scientific protocol) is truly boring, and (b) we have to somehow decrease the snore factor. We think: “Hm, here is my very rigid experimental protocol/computerized intervention. I must overlay this protocol with some cute little animated guys, perhaps with a fun back-story (wizards? aliens?) and then make sure users get points when they conform to the requirements of the protocol.” Sounds thrilling, huh? So fun? Exactly the recipe for the next Dots? Right…. So, we have a lot to learn from game designers, and I believe that crucial to the future of the endeavor of gamifying mental health is partnering with people who know how to create fun and understand the process of game design.
Pocket rituals. What would it be like if we created mental wellness tools, or even interventions for serious mental health problems, that were truly fun and that could become part of our array of habits and strategies for feeling better, reducing symptoms, performing more efficiently, or dealing with stress? These games, if “snackable” would become our pocket rituals, our chill pills. We could take out our device for 5, 10, or 15 minutes and be empowered to bring about a targeted, appreciable positive impact. The barriers to use should be minimal, the experience intrinsically rewarding – that is, it feels good to play – as well as reinforcing because it helps us meet our health goals. I think many psychologists feel that this approach is not easily conducive to a rigorous scientific approach. But if we fail to find a way to do this – good science and giving people tools they want to use – then the whole endeavor is dead in the water.
Posted by Psyche's Circuitry on July 11, 2013