Auteursarchief: Marcel Schmitz

Research Ann Marie Roepke: SuperBetter on Depression

Hi Judith,

I would like to introduce Ann Marie Roepke to you. She is becoming an expert on clinical and positive psychology. She is working towards a PhD at Pennsylvania University in Philadelphia. I don’t know yet how far she is in her PhD project, but I do know that she has researched SuperBetter and that she is preparing an article on that topic. The fun part is that she is sharing the preliminary results on her blog.

PictureBulletinAnnMarieRoepke

She has researched a group of patients which have depressions and tried to find out if SuperBetter has a positive effect on the depression, on anxiety, on the growth of life satisfaction, social support and self-efficacy. Typical for healthcare but relatively new to me as an IT teacher are the several scales that are developed for measuring depression, anxiety, life satisfaction, social support and self-efficacy. The later is also interesting for your friend Chris Kockelkoren who is researching self-efficacy in a learning environment.

To my surprise she used two versions of SuperBetter: a version based on cognitive-behavioral therapy and positive psychotherapy and a version based on simple, easy, feelgood activities. I am wondering if the difference is made by using Powerpacks or not. As you know you can ‘load’ Powerpacks which have predefined quests, bad guys and powerups or you can make these elements on your own. Perhaps she will enlighten me some more on that part.

You understand Judith, as my blogging partner, that I was blunt enough to ask her for more information and perhaps some collaboration (because I am in the beginning of my quest).

The results seem to be promising but above all very interesting. I hope she will publish her article soon or is prepared to reach out across the globe for some collaboration 😉

I’ll keep you informed.

Marcel

Procrastineren is te beheren! Willpower!

Ha Judith,

In je blogpost: Leeragenda ter voorbereiding 1e SLB-gesprek #MLI heb je het over de chaos in je hoofd, de tijdsdruk waar je in zit doordat we samen naar de Verenigde Staten zijn geweest en de achterstand die je daardoor hebt opgelopen bij je studie. Uiteindelijk laat je zien aan het einde van je blog dat je aan het procrastineren (uitstellen) bent.

Grijns, daar heb ik nu nooit last van! *Proest*

Vroeger dacht ik dat ik zo veel verschillende dingen deed omdat ik zo gevarieerd mogelijk bezig wil zijn en veel wil leren van de mensen om me heen. Soms denk ik nu dat ik zo veel verschillende dingen doe, zodat ik makkelijker een aantal van die dingen kan uitstellen. De waarheid zal wel ergens in het midden liggen.

Uiteindelijk komt het neer op het feit dat ik een creatief, flexible, ‘van-allerlei-markten-thuis’ persoon ben en dat ik de rollen/taken ook op zoek die daar bij horen. En ja daar hoort ‘on the dark side’ chaos en uitstelgedrag blijkbaar bij. Net zoals jij de open networker bent die graag met, van en over mensen leert. En daar hoort vast ook uitstelgedrag bij met betrekking tot bepaalde onderdelen van je werk.

Maar we kunnen er iets aan doen!

Laat ons de cursus volgen, die besproken is in ‘The Willpower Instinct’. Een 10 delige cursus gegeven op Stanford, maar dus ook te volgen door het boek te volgen door Kelly McGonigal. De basis van deze cursus: Wilskracht is een spier en die kun je trainen! That’s it. Natuurlijk zit er in het boek een berg aan verwijzingen naar wetenschappelijk onderzoek en een grote hoeveelheid uitleg over alle stappen. Maar het staat ook vol met praktische oefeningen en suggesties.

Momenteel ben ik het starten van ‘de cursus’ aan het uitstellen, omdat ik geen maatje vind die hem met me mee wil doen. Grijns interesse?

Groet Marcel

Work in progress: The 2 B PhD concept Research plan

Dear Judith, dear Sandra, dear Huibert,

You didn’t give official feedback yet, but there are already some changes. These still are my first steps on a concept Research plan. The references that I have used at the moment are purely so that a reader can get a better viewpoint on the several issues. They are not scientific references yet.

In the last week four events have triggered an alternation of my research plan:

  1. In his introduction mail Huibert remarked that I still am searching for focus. True! I still am searching, but together with Sandra we are trying to discover if patients with chronic back pains or patients covered by the Onco@Zuyd group are a good group to do this kind of research on. More focus will (and has to follow)
  2. In the previous version a combination of SuperBetter and Elise is suggested. Perhaps choosing for one of them or perhaps even better choosing for the ideas and methodology behind them and searching for a own set up of a game will be more beneficial.
  3. Together with Marsha Bokhorst, our Librarian, I have searched for research on SuperBetter. I found a U Penn research: http://annmarieroepke.com/superbetter-positive-gaming/ and am waiting for more statistics on it, but along with it my colleague Miguel van de Laar pointed out something that is going to shift the research into a (slightly (?) different direction): 
  4. Jane McGonigal and SuperBetter have gone different directions, and even worse the company behind SuperBetter has been disbanded. Intellectual property is for sale, and I already have bought a lotery ticket, because that will be the only way to buy it.

You understand that this second version is a little bit different of the first one. And after reading A Guide to Writing the Dissertation Literature Review from Justus J. Randolph of Walden University, there soon will be a third version, 

With kind regards

Marcel

Concept Research Plan 0.2      

The problem

In the Netherlands (as in other European and North American countries) society is relocating responsibilities from the national government through local governments[1] towards communities and individuals.[2]  This shift in responsibility and current economics en demographics in these regions leave us with a challenge: doing more with less or other resources.

In the field of care and cure of the chronical ill this in effect means more pressure on the patient and his or hers direct environment.  Patients and their social environment have more responsibilities and self-control, but also need to invest more time, energy and money in the process of getting better or adapting to their situation. The empowerment of the patient and the community he or she lives in is a must if we want to keep a high standard of living for patients and their families.

The opportunities

There is a resource, which can be used for our challenge to do more with less or other resources in health care. The gamers! We see that in the same societies there is a big amount of online gameplay[3] and an increase in usage of social media and portable technologies like smart phones, tablets and mini-pc’s. The potential of the gameplaying part of our world, the potential of connectivity through social media and the growth of adaptation of technology gives us some great opportunities to conquer our challenge.

The challenge already begun

The usage of gaming in the domain of health care (of the chronic ill) isn’t new. Since game consoles like the Wii, the X-Box Kinect and the Playstation made exercise games and hardware commercially available, the rise of usage of these games into health care and cure programs increased.[4] Health care takers over the world are convinced that by improving the fun factor into the health program that this will be beneficial to the effort a patient puts into the program.

Most of these games and subsequent health programs are in a setting between therapist/docter and one or several patients which are engaged in a commercially available game. The therapist uses observation, manages the goals and engages patients into the game.

Our main problem is that we want to increase the quality of the health process with less or other resources and therefore we want to increase the involvement of the patient, the relatives and community around the patient.

Let’s research massive multiplayer role playing alternate reality games

Computer games like World of Warcraft are so called MMORPG: Massive Multiplayer Online Role Playing Games. In these type of games the player is challenged in a realm with all kind of roles, races, professions, guilds and groups. Social connections empower players in the quests they encounter and some quests can only be solved in groups with several multi functional players. Research on efficacy and empowerment in such games has been done.

One of the first steps to translate this empowerment from games into the real world are made by the Lydians, at least thats what Jane McGonigal states in ‘Reality is Broken’. As a game developer she researched game principles used in real world settings. So a real world proces made into a game. This is called an ARG, alternate reality game. She has worked on a multiplayer ARG to improve the health process called SuperBetter. SuperBetter[5]  is a online game for patients coping with a broad range of problems. In the words of the development team SuperBetterLabs: “SuperBetter helps you achieve your health goals — or recover from an illness or injury — by increasing your personal resilience. Resilience means staying curious, optimistic and motivated even in the face of the toughest challenges.”[6] The basis of the game is to improve four types of resilience: Mental, Emotional, Physical and Social.[7] You can improve on these resilience types by learning how to set goals and achieving them.[8] Through Social Media your social environment can be involved in this game.[9]

Family centered care or community centered care[11] gets a lot of support at the moment. Researchers, governments and care companies are interested in tools and methods which will support the change from nationally organized care into community organized care. The combination of a game and a both online and offline social community which is connected to other communites-a-like has great potential for coping our challenges of: doing more with less or other resources (within the field of the chronic ill) Creating a game where the social environment of the patient is more engaged in the health process of that patient will improve efficacy of that patient and empowerment of that patient (and its social environment).

 Research Question

It is still too early (for me) to formulate a great research question out of this all. But I can try to describe what I want to research:

Questions that I hope to find answers on are:

  • Can we improve involvement/engagement of the social environment by making the health care process a game?
  • Can we improve effectiveness of communication between health caretakers and patient by making the health care process a game?
  • Can we improve the effort and energy that a patient puts into his health care process by making the health care process a game?
  • Can we improve the knowledge exchange between the patient and other patients, between the social environments of a patient with type of illness and between specialized health caretakers of one type of illness by making the health care process a game?
  • Can we do all this by using a MMRPARG in a setting where the patient has a chronic illness? Or do we need a combination of ideas from SuperBetter and Elise to get a tool that enables community based and self-managed care.

No formulation for the main research question yet!


[1] Reference to: “ De drie decentralisaties” zoals ze door de VNG genoemd worden

[2] Reference to:  Een van de wijkgerichte zorg projecten zoals ze nu door Gemeenten worden opgepakt

[3] This can be illustrated by research, starting point: Reality is Broken

[4] Reference to: Scoping Review of Exergames

[6] In a personal (Dutch) blog: https://2bejammed.org/2013/07/07/superbetter-de-online-resilience-bouwer/ SuperBetter is explained. This blog is supported by video explanations by Jane McGonigal in English. Reference to the U Penn research on SuperBetter ( A Randomized Controlled Trial: The Effects of SuperBetter on Depression) should be made.

[7] In a personal (Dutch) blog: https://2bejammed.org/2013/07/19/superbetter-reloaded-stap-1/ and the resiliences are explained and supported by video explanations by Jane McGonigal in English.

[8] In a personal (Dutch) blog: https://2bejammed.org/2013/07/24/superbetter-de-dagelijkse-stap-3-power-ups-1-bad-guy-3-quests/ the goalsetting and questing is explained. The explanation is supported by video explanation by Jane McGonigal in English

[9] In a personal (Dutch) blog:https://2bejammed.org/2013/07/23/superbetter-stap-2-getting-started/ the Allies ares explained. The explanation is supported by video explanation by Jane McGonigal in English

[10] Trademark of Mediaan (www.mediaan.nl)

[11] Reference to: the research of Barbara Piskur on Family centered care/cure and Ruth Dalemans on ‘Eigen Kracht’

[12] We are especially interested what is called in Dutch: “Eerste lijns hulp”. Your local doctor, physical therapist, etc.

In just 6 throws of the dice: Digicoach the Game

Hi Judith, (Hi Jane, I hope),

It only took 6 steps before they did it! Digicoach the Game has hit the jackpot!

Throw a six: Be inspired

Inspired by the games I played with my students since I took up teaching in 2007. Inspired by the TED talk of Jane McGonigal, inspired by her book “Reality is Broken”, inspired by lot of games played in education throughout the recent history of Zuyd University of Applied Science. I experimented with gaming in education a lot. But this always was within my own course, with my own students. I was inspired but surely not the only one to be inspired?

Throw a five: Do some inspiration

I knew Ankie van den Broek since several years. She is an educationalist working at the Teacher Training Institute at our Zuyd University of Applied Science. She is a true innovator! Searching for new stuff, trying new stuff, but not only within her own courses, she also is trying to convince her students, the teachers of the future (K12) that they should be more aware of technology, of innovating educational techniques and of involving other areas (like gaming) into their lessons. Talking to her is always great and it was easy to give some of my inspiration to her.

Throw a four: Not only talk but also try

Ankie has a ‘minor’ (10 weeks part-time course) which is called Digicoach. The aim of the minor is to teach the students what 21th century skills are, what innovation is, to show them around in social media and new technologies and to train them how to coach their peers in their future workfield. An inspiring minor with far too less participants. Young students at the Teacher Training Institute aren’t fully aware of the future potential of this minor.

Ankie and I decided that gamification and serious gaming should be part of her course. So I gave a few lectures, I showed the TED talk of Jane and got the students awake and aware of the potential of gaming as an educational tool. We even had a game-day were two teams of students competed against each other in imagining building the most inspiring educational game with the help of Tablets or mobile phones. The winning teams product would be developed by a group of Software Engineering students. [It is off topic now, but a demo of Game On to Play Out was built, by our Software Engineering students. I will talk about it in an other blog]

Students found it a great experience, but the actual result was approximately a year after the students finished their course and because of busy working schedules only one of the ‘great minds’ behind the product was actually at the presentation of the demo.

Throw a three: Take the next step

In the next run, a bigger game was presented to the students. Half of the tasks which they had to perform during the course were presented in a game called SoMeGa or SΩ (The Social Media Game) I have even written about that Game in English: https://2bejammed.org/2011/11/21/first-playtest-somega-has-started/ It was great to play. The students had several roles and they had to use Social Media to communicate about tasks they had to execute. But there also was some roleplaying going on. Some of them had to ‘pretend’ to be a student from another institute just to create more buzz online on their blogs, twitters and facebookpages. We experienced that the quests were fun, but that we, as game leaders, couldn’t keep up with the inspired students, because of our other tasks we had to do. This decreased the speed of occurring new quests or new scores too much and the students lost interest in the game.

Throw a two: Learn from  your mistakes and make some new mistakes in stead. Immerse yourselves.

In the next run of Digicoach we made the entire minor a game.

‘Digicoach the game’ let’s you experience the power of new media, techonology enhancement and knowledge sharing within your workdomain. First started as a game within the world of the Teacher Training Institute now intended to broaden the workdomain.

In 30 quests students are inspired to build up and share their new found knowledge about technology enhancement and new media in their workfield. There are 10 individual quests, 10 quests where a team of students is a pseudo consultancy company, and 10 quests on a network on one of technology enhancement or new media topics.

Points can be scored on: technology, communication, creativity, special and ‘regular’ questpoints. Players are playing in 2 teams with different partners (company and network) and for themselves in individual quests. The ultimate challenge is a small conference where everyone is involved and experts from the workfield are invited.

In our run in the fall of 2012 we experienced that student involvement is very high. These students participate while executing an internship at local schools. Every second week they have to participate in our course where the game is played. Students can score points on several elements (creativity, technology, communication, special and ‘questlists’). For each quest we communicate when you score points on the different elements. In our fall 2012 run we experienced that these way of scoring was too much to handle for the gamemasters (teachers) that had to assess the students. With 3 teachers we didn’t had the time to view all material we asked for in the quests. Second mistake was that there were too much different attributes to get points on per quest. The feedback system was too complex to fill in and too complex represented to have a great view as a player where you are ranked.

Great bonus of the game was the final day where students inspired their own teachers in the field of technology enhanced learning. Colleagues of Ankie, management of the Teachers Training Institute and other visitors were surprised and inspired by the students that presented great material in a miniature conference on Technology Enhanced Learning.

Throw a one: Let it go en enjoy how they finish it!

In the most recent run I had to let it go. But the run before I already had a great substitute which took my position with greatness; Chris Kockelkoren. He is a Software Engineering teacher which is an inventor, explorer, inspiratory and a Duracell Bunny (I’ll explain someday) He supported Ankie and adapted the quests, the scoring system so that it was easier to assess and that it was more fun to play, because the scoring system was more transparent.

They did great. Students appreciated the changes. The self-efficacy of the students was researched by Chris. Students were inspired and spend a lot of energy. I am convinced that they learned a lot. Because of the creativity of Ankie and Chris they had a great final day (theme; airport) which was used as an internal study day for the colleagues of Ankie. Management and teachers were impressed, both by the content and also by the cosmetics. They were that impressed that the miniature conference is going to be repeated 2 times in the next months (both for the entire workfield in the south of the Netherlands and for a special occasion).

And I am proud that Ankie and Chris got second prize of most inspiring, innovating course of the year from our partner institute Fontys University of Applied Science. *Snif*… Six times we threw the dice. From 6 to 1 and from being inspired, to do the inspiring, into seeing how that inspiration spreads out! Just by one throw of the dice at a time and some great people like you, Ankie, Chris and Jane!

Thanks to you all.

Marcel Schmitz

11 reasons to be on my team!

Sometimes you have to reach for the stars

Dear Jane, dear Kelly, dear Judith

This blog is an attempt to get you on my PhD team.

Jane I need you as an expert in Game Psychology. Kelly I need you as an expert in Health Psychology. Judith I need you as an expert on Social Media (but as we share this blog, you are already on my team ;)). My PhD supervising Professor will be Professor Dr. Sandra Beurskens (Maastricht University/Zuyd University of Applied Science)  and she is, like you are, a great inspiration.

But what have I offer to you? Well anything is negotiable 😉 but what I can offer before our negotiations start is:

  1. I want to research: gaming psychology, health psychology and the combination of those worlds (like in Superbetter) as you both (Jane and Kelly) are ‘founding sisters’ of this game, perhaps further research on in would be convincing
  2. In the Dutch system of becoming an PhD, you supposed to publish approximately 4 articles in several Journals. The supervising professor and supervising experts will be named as co-writers 🙂
  3. Improving your Stress levels by letting you take care of someone you don’t really now yet is good! (At least there is some fuzz about that?)
  4. Jane’s Rules number 9 applies: Have more fun with strangers!
  5. If after you have (both! wow!) answered several of my tweets don’t see me as a stranger anymore then: Jane’s Rules number 7 applies: Participate wholeheartedly whenever, wherever you can.
  6. This will be a process of approx. three to four years, while I am working as a Senior Lecturer at Zuyd University. During that time I will be trying to create several Games for our education. (For instance we have created a game called DigiCoach the Game, where young teachers (K12) play a game in which they are taught to cope with technology in their classroom).
  7. You will receive the first accounts of Inspiration the online deck building game, where you have your own cards and action called: Twinspiration.
  8. I am a Nike+ runner, have a dog named Koda (courtesy of Disney), I am training my willpower and ‘preach’ from your books (The Willpower Instinct and Reality is Broken)
  9. It will be a great opportunity to visit the Netherlands in a few years (at the end of my quest) and you will have a personal guide, lodging place and some fancy restaurants trips 😉
  10. My research will involve trying to cope the problem of a society that shifts responsibility from national government towards communities and individuals and tries to combine (techniques from) SuperBetter and Elise (see the first concept of my plan here: https://2bejammed.org/2013/09/15/the-2-b-phd-concept-research-plan/) So Jane’s Rules number 11 applies: Contribute to a sustainable engagement economy.
  11. I will owe you a poem.

There are more than 11 reasons, but those won’t be clear until you know me better 😉 I am visiting the Educause conference in October (Jane will be key-noting there) and I am available to give some coffee or even other bribing materials like chocolate 🙂 My colleague and our both partners are combining the conference with a trip through California (and your Universities or the SuperBetter Labs headquarters are not far from our trip route ;))

Please consider being on my team. I know that you haven’t got a lot of time, but this may be a great opportunity to combine your efforts on resilience research, on gaming and health psychology research and on community building through gaming research into a PhD research in the Netherlands. And perhaps I can become your inspiring connection to the south of the Netherlands.

Last Friday I used both of your quotes when I had the opportunity to wed a young couple! Your books, TED Talks did that! I hope that you both are willing to help me to translate your ideas into research and publications. Online, from a distance and perhaps when I am visiting the states. But in cooperation with each other. That, for me, will be a #12 (Epic win)

With kind regards

Marcel Schmitz

www.twitter.com/marcelschmitz (Yep one of the 1000 people both of you reply to – which is great!)