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Immortal Hacker Challenge (Part Two) December 26, 2011

Avatar based recovery. Patient has access to his data and an interesting ability to track goals and milestones. It is also efficient not to have paperwork which saves time.

Janus of Santa Cruz developed drug and alcohol treatment, which includes clinical assessment, goal setting, VR training and support. Digital registration, online wellness forms and presence questionnaire. They conducted a study with 35 adults, 8 weeks protocol, non-compliance and relapses happen. Participants had to play a game daily, which formed good rituals (habits) and relationships. 

Ivana Steigman, who formely worked at InWorld Solutions, told us about Thrive Research projects. In one research they had a sponsor (coach), clinician, basic assessment administrator, patient. They had reward contract and electronic forms. Link to thrive points, incentives – coffee, gas, grocery. There is a dashboard, where they had to check in daily – visual representation of where you are. The six domains of well-being: Physical, Social, Affective, Cognitive, Vocational, and Spiritual.

NeuroSim Lab makes use of virtual worlds to assess the ways in which the structure and function of the brain relate to specific psychological processes and overt behaviors.

Sim Coach, the goal is to create an experience that will motivate troops and their significant others to take the first step – to empower themselves with regard to their healthcare (e.g., psychological health and traumatic brain injury). There was a virtual agent, former US Army soldier,  who told his story about PTSD and encouraged audience to read some recommended reading and talk to someone about their traumatic experiences (he gave free numbers to call and suggested other resources). That was cool!

Virtually Better, treat a variety of anxiety disorders such as Panic Disorder, Social Anxiety Disorder, Posttraumatic Stress Disorder, and Specific Phobias.

There were other individuals and organizations working in that area (Patrick Bordnick, Virtual Patent lab, VRPsych Lab, etc.) and creating new technology to help patients overcome drug and substance abuse, Alzheimer’s, ADHD, etc. There are video chat rooms where you can see a bar and people tempt you to use alcohol but you learn to overcome urges in simulated environments. They modify level of urges to build your resilience.

My favorite was a virtual meeting for AA members. You as a member pick avatar and go to live sessions with other member’s avatars from different locations. You would then discuss your issues and do the same thing as you would do in a real meeting. What really works is the power of sharing and social support.

Read more about this session from Avatar-Based Recovery Using Immersive Virtual Environments article and another session from Innovative Technologies for Psychological Intervention, Consultation and Training article.

I also attended a session about Innovation and opportunities in mobile interventions for addictions, they were discussing various mobile apps. At the exhibition hall I saw a booth advertising Stress Tracker app, which is based in Needham, MA. Another session was about national tele centers providing psychological services to patients in remote areas by means of online CBTs and video conferencing. See another article about the UK approach.

It was mentioned that American psychologists are still hesitant to use Skype or Facetime out of fear to be completely replaced by technology. Les Posen from Australia told an incredible story about government support (subsidies) for depression-cure sites and tools and as a result hundreds of organizations had sprung across Australia: Beacon, e-couch, Mood gym, anxiety online, etc. They all deliver e-health services and strategy online.

Re-posted from The Ultimate Answer

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Immortal Hacker Challenge (Part One) December 24, 2011

I was going to write about The art of happiness in the troubled world book, but my computer caught a virus. Instead of getting mad at the hackers who wrote that virus I thought of a topic for my blog. First, let me tell you what I learned about Virtual Reality and the role of technology in psychology during the 119th APA Convention back in August. I attended at least 4 sessions about it.

Assessment of video game use. They were talking about Star Craft Game, and how it is popular to watch it in Korea. Spectators want to become players and win one day, even though their chances are pretty slim. We watched a video about thousands of spectators observing players of the game live in a big space which looked like a concert hall. People were rooting for their favorite players, eating and drinking. It looked crazy to me. Competitive video gaming is new to the US.

Is video gaming just for fun? The answer is no. For older adults games are used as therapeutic and learning tools. For example, insurance companies are developing video games to help reduce number of accidents per member. For children, some video games help improve pro-social skills, working memory, cognitive process speed. For people with disabilities, to learn and develop skills, example, read together and talk together. learningworksforkids.org, based in RI, suggests smarter playing curriculum. They use with children Say, Do, Review technique, so that children learn, practice and remember, they also take breaks between activities and do physical exercise. It’s called “play diet” that helps make video games digitally nutritious.

Video games are not intergenerational yet, but the goal is to help parents transfer their knowledge to children in interactive way.

Clinical use of video games – measures are still being developed, as there should be corrective index to adjust scores, not only self-report measures and interviews, etc. There is also a need for age appropriate measures, measures of stability, engagement, content (solitary, violent, competitive) and lists of side effects (unequal potential effects, consequences. etc).

Students spend too much time on games instead of studying. Impulse control is still hypothetical and can’t be observed or how it triggers behavioral addiction. Methodology is not efficient based on analogy. It is necessary to rate and analyze effects not only of new games but current games.

Virtual Reality (VR) is “a consciousness-noticing machine” and could be immersion(with goggles) and avatar-based. IBM plans to create avatars for every employee in 4 years, they will have new 3-D studio; it helps employees to better communicate. Avatar: “you are not a gadget”.

Examples of VR: flat public – Second life, flat secure – Inworld solutions, immersion public and immersion secure – Virtually Better.

Why VR is popular? It is an incarnation for some, virtual ability to be anything you want. So far there are ½ billion online game players. On average, 1 hour per game. Average age of the player is 10-15 y.o. In 2013 there will be 2 billion users. Online games help satisfy the need for human interaction. They also make changes in human behavior.

Re-posted from The Ultimate Answer

 

 
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