Categorie archief: SuperBetter
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
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.
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:
- 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
- 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 🙂
- 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?)
- Jane’s Rules number 9 applies: Have more fun with strangers!
- 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.
- 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).
- You will receive the first accounts of Inspiration the online deck building game, where you have your own cards and action called: Twinspiration.
- 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)
- 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 😉
- 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.
- 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!)
The 2 B PhD concept Research plan
Hi Judith, hi Professor Beurskens,
Dear Judith, dear Professor. I told several stories about the other to both of you, so you might know each other a little bit. I will be using the blog environment Judith and I share to keep my followers updated on my research which is going to make me a PhD. After a long search within Zuyd University, I finally have found some ground to stand on and I have ‘started’ from the first of September with my Research.
Correction: I have started with writing my Research plan. The target of 1-1-2014 is set to start the ‘real’ research, so my plan has to be done and accorded by then. You both know that I want to be as open as I can and therefor not afraid to learn from my mistakes and to share these experiences with the world. I see this Research opportunity as a training and the world as my training ground. So to other readers, feel free to give feedback, suggestions and your help. And I shall be trying to give some insights in a Dutch Research to become a PhD within my working environment of Zuyd University of Applied Science and the research environments of Professor Sandra Beurskens at both Zuyd University of Applied Science and Maastricht University.
So here 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.
With kind regards,
Marcel
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 SuperBetter and Elise
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]
The ideas that are uses within SuperBetter are more often used in Alternate Reality Games (ARG). In ARG’s, real life situations, real life challenges and real life tasks are presented in a playful way to achieve more or better involvement or just more fun.
Elise[10] is the current working name of an innovative project from Mediaan (an IT developer in the Netherlands). Elise tries to bring community based software so that local governments can cope with the challenges the national government has given them by moving responsibility. Elise is like an online and(!) offline marketplace where resources between individuals are traded. Resources can be goods but more often are actions like cutting the grass or driving someone to the mall. Besides an online marketplace there will be a person in the community who is like a community builder or market manager and he or she will be physically available in that community.
If the people, the communities, but also the local commercial companies are really involved in using Elise and using each other’s resources, then Elise has also great potential for our health care and cure quests for the chronic ill. 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)
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.
- Does the representation of a patient, his social environment, his health caretakers[12], and his health process into a massive multiplayer role playing game improve the health care process of a patient with a chronic disease?
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 SuperBetter (or a slightly improved version) 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.
[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.
[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.




