Categorie archief: 2 B PhD JAMS
In this part the posts (both in Dutch and English) are collected of my efforts to be a PhD. In november 2016 I started a PhD study titled: Learning Analytics for Learning Design. Before I learned a lot while working on gamification research in a health care context.
Dilemma from a Daredevil: Should I use SuperBetter or not?
Grin Judith,
I don’t know if you know the comic character of the Daredevil? Ben Affleck played his character in a motion picture and it is one of the characters of the great Stan Lee (the creator of: Avengers, X-Men, Fantastic Four, …) Daredevil is a blind attorney who in his ‘spare time’ is a ‘darkish’ hero to see that justice is done, were the courtroom couldn’t do it. With his super-senses he gets the bad guys one way or another.
Don’t worry I am not going to be a caped crusader. I use the word Dilemma from a Daredevil, because I am trying to answer a difficult question in the beginning of my PhD 2 B quest. And in Dutch we have a saying about the dilemma from the devil, but that is too negative. It is a Dilemma from someone with good intentions but are we are willing and can we cross borders?
The dilemma is: Should I use SuperBetter or not for my research?
After a discussion with one of the inventors of it, I had to come to the conclusion that there is only one way to use SuperBetter in my PhD research and that is as it is now. No changes, no alterations can be made that are beneficial to my research (and in my humble opinion beneficial for SuperBetter ;)). That is a downer for me. I had hoped that I was able to collaborate with the developers of SuperBetter to make it even better as it is. And (as you know me) I was not in it for the money. I was in it for 1) the science, 2) for the fun of collaboration and 3) for the inspiration for my students. Originally there was a fourth goal, an epic one, but meeting Jane has gone of my bucket list, as I have done that at the Educause (w00t, w00t). I understand the reasons of the SuperBetter guys and girls not to collaborate at this moment but I also have learned that you have reach for the stars. And I believe in this field (social health gaming) they are the stars. My Bachelor of ICT students, our Innovative Student Company, and the Research Centre for Autonomy and Participation I do my research for, would have been great partners in a combined quest. But SuperBetter is a company and therefore intellectual property and sharing/partnering aren’t easy.
So, if I want to use SuperBetter, I have to use it as is. The biggest problem is that SuperBetter only is available in English. With no Dutch version or cardgame alternative I can rule out a lot of possible target audiences to do my research on. And that is really too bad. On the contrary it won’t be easy to find or make a Dutch equivalent to SuperBetter. Yes I have the research that lies under the skin of SuperBetter and yes I am creative enough to come to ‘some kind of game’. But as I am a knowledge engineer and no game designer (yet ;)) I just am an amateur who wants to make a game as good as the one built by the experts. That’s a big challenge in the beginning of my PhD 2 B. Difficult and time consuming. In both cases I need a super hero to help me!
Daredevil where are you at?
…to be continued… (I hope)
Greetz Marcel
Research Lise Worthen-Chaudhari: Clinical Trial of a Rehabilitation Game – SuperBetter
Good morning Judith,
I would like to introduce to you Lise Worthen-Chaudhari a research assistant professor of Ohio State University. She has recently (September 2013) started her research on SuperBetter. As a member of the Ohio State Universities Wexner Medical Center she is part of the Physical Medicine and Rehabilitation Department. One of the topics she works on is: Traumatic Brain Injury.
Sounds impressive doesn’t it 😉 It is! Especially because she has got the opportunity to conduct a research on SuperBetter. Her reseach is titled: Clinical Trial of a Rehabilitation Game – SuperBetter. In her research overview as printed on clinicaltrials.gov she describes that within the field of rehabilitation the patients are faced by life changing challenges on different types: behavioral, cognitive, emotional and physical. In order to help patients to make the transition from institutionalized care into self care, she hopes that multiplayer gaming paradigms can be utilized. She believes that research should be conducted on this field because:
-
Games can bring the power of social networking (doing it together) and alternate reality (doing it in a more inspiring environment)
- Games can help in quantifying the performance of the rehabilitation process. She connects that towards clinical relevant documentation (caretaker oriented), but I also believe that the quantification of performance and the visualization of it can be an inspiration to the patient.
- Games are played a lot by our youth, and that clinics should be prepared on the big group of youngsters that have a lot of game experience and therefore can benefit from another approach. I believe that also the elderly are more and more embedded within gaming worlds.
- Games that are affordable are a good cost-effective alternative for current medical protocols.
She is going to research SuperBetter by getting a group of 15-25 year olds with concussion, mild traumatic brain or moderate brain injury to play the game for 6 weeks. Every week they play 10 minutes a day. All of the patients do need at least one 18+ support giver. I hope that she leaves the opportunity for patients to add more than one support giver, because in the keynote that Jane gave at the Educause, she stated that you should have at least 2 people around you that help you to make a real difference.
Her primary question is if playing the game is enhancing or hindering the community participation. The secondary question is the quality of life of both the patient and the supporter. This only is the first phase in a research that should eventually lead to a random clinical control trial. I can’t wait for (preliminary) results and publications.
I’ll keep you posted as soon as I hear/see something.
Greets Marcel
SuperBetter described in Four working elements
Hi Judith,
You know that I am very interested in Social Health Games like SuperBetter. Or should I call it a MMARRG (Massive Multiplayer Alternate Reality Game). However you are aware about my interest and know that it probably will be the topic (or part of the topic) of my PhD research. In the first steps on my PhD quests I have to convince my teamplayers and mentors of SuperBetter being a tool that can be used in a health care environment and that it has some scientific background (and isn’t JUST a game).
I have posted several posts in Dutch (1, 2, 3 and 4) to describe SuperBetter and if you don’t want to reach Dutch, listen to Jane in the English Youtube movies. She explains it a lot better than I can :). I am also impressed by the Science part of the Secret Lab that they have included in SuperBetter.
But as you see, that is a lot of linking to research on the ‘elements’ on which SuperBetter is based. Combined with all the scientific links from Jane’s ‘Reality is Broken’ is a big bulk of scientific resources to view, examine en review. And I noticed that in discussions with Huibert and Sandra that I couldn’t state the working components within SuperBetter.
Off course: Goal setting is an obvious one. That is the first working element which is extracted instantly, even after a short introduction on SuperBetter from me. The special way of goal setting that is used in games to reach Epic goals and to broaden and build is especially promoted in SuperBetter. And ‘off course’ questing is used to set and reach those goals.
A second working element is: Social relationships and health. And in my case the influence of social relationships and the effort/energy that goes into the process of health (or even education). This seems at a first glance one of the minor researched topics and for me is one of the important ones.
The third working element is combined in one word: Positivity. Well it can’t get any closer to my desires how I want to research, work, teach and live. You can see that the developers have used a lot of influences from Positive Psychology into this game. Terms like: A positive explanatory style, positive body image, self acceptance, but also the 3:1 ratio (3 positive events can ‘wipe’ away 1 negative emotion) which are used with powerups and heroic narrating (used within the field of post traumatic growth) all fit in this element.
Willpower and how to train it (the field of Kelly McGonigal) is in my categorization the fourth working element described in the research vault of SuperBetter. Topics that are further explained and supported by research links are lazy exercise (physical influences the mind), accept and embrace stress (Physiology and Neurobiological) and the Power to Quit anything.
Resilience is like the fifth Beatle. It isn’t exactly a working element, more like a state of being. All of these working elements result in more or less resilience of some kind. It is part of the feedback mechanism of the game. You can see it as the commodity in which you are paid. So it is part of all four elements and therefore not a separate element that influences the player. Research on it is retrievable within all the separate elements.
Concluding in my categorization there are four working elements in SuperBetter: Goalsetting, Social Relationships, Positive Psychology, and Willpower which all result in better Mental, Emotional, Physical or Social Resilience, which can help a patient (Or perhaps student) in better coping his/her (health care process) tasks.
Now I hope that I have grasped the essence and that you understand it Judith.
With kind regards
Marcel
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.

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
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:
- 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)
- 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.
- 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):
- 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.





