Showing posts with label mental health. Show all posts
Showing posts with label mental health. Show all posts

Mar 16, 2014

MindHabits' Happy Games Paired with Pharrell William's "Happy" Music!

We all could use more smiling people and happy music!

If you are looking for a short burst of happiness, try playing the free MindHabits demo games. I recommend the Matrix Trainer for starters. You can uncheck the "email" box if you don't want to sign up for the newsletter.

The games have upbeat music playing in the background, but you can listen to your own music. In the Matrix game, the objective is to tap as many happy faces that you can find, out of a number of frowny or sad faces.   The research shows that this is an effective way of reducing stress.  I have used the on-line version for years with students who have autism, and it is a fun and effective way of "training" them to focus on facial features and expressions.

The desktop version of the suite of games is just under $20.00, and is available for Windows and Macs.   The desktop version tracks data and and allows users to customize the games with their own photos.   

I am about to explore MindHabit's new mobile apps: Psych Me Up PRO! and Happy Cat! 

If you work with young people - special needs or otherwise, try playing the on-line demo with Pharrell William's "Happy" song in the background (see music video embedded below). 

 This is something that wouldn't hurt to try at home!  


 MindHabits MindHabits MindHabits MindHabits

 MindHabits
You are playing the MindHabits Trainer online demo. Your progress will not be logged beyond this session.
Copyright © 2008 MindHabits inc. inc l rights Reserved.

Note: 
I am sharing information about MindHabits because I have been following this company since 2005, when Dr. Mark Baldwin, the lead creator of the suite of games, gave a presentation.   Dr. Baldwin is a psychology professor at McGill University in Montreal, Canada. He has devoted his career to the study of social intelligence, and more recently, how technology can help people reduce stress, build self-confidence, and development, and maintain positive states of mind.



According to the MindHabits website, the Psych Me Up Pro!   ($.99) and PsychMeUp! (free) mobile apps were developed to help people focus attention on positive social feedback. A quiz is included with the application, as well as information about the research that supports the use of the games.  The "pro" version has more options.

The children's version of PsychMeUp! is Happy Cat.  The objective is to find the happy cats and ignore the grumpy cats.  The smiling cat will meow.




















HOW MINDHABITS WORKS

RELATED

MindHabits Game Tips

MindHabits FAQ

MindHabits Update
Lynn Marentette, Interactive Multimedia Technology, 2/24/08

McEwan, K., Gilbert, P., Dandeneau, S., Lipka, S., Maratos, F., Paterson, K.B., Baldwin, M. (2014) Facial Expressions Depicting Compassionate and Critical Emotions: The Development and Validation of a New Emotional Face Stimulus Set. PLOS One DOI: 10.1317/journal.pone.0088783

Dandeneau, S. D., Baldwin, M. W. (2009) The buffering effects of rejection-inhibiting training against social and performance threats in adult students. Contemporary Educational Psychology, 34, 42-50

Stephane D. Dandeneau, Mark W. Baldwin, Jodene R. Baccus, and Maya Sakellaropoulo, Jens C. Pruessner (2007), Cutting Stress Off at the Pass: Reducing Vigilance and Responsiveness to Social Threat by Manipulation of Attention (pdf) Journal of Personality and Social Psychology, 2007, Vol. 93, No. 4, 651–666 American Psychological Association 0022-3514/07/$12.00 DOI: 10.1037/0022-3514.93.4.651

Jan 17, 2013

Telemedicine in Schools: Promoting Health (and Mental Health)

Telemedicine might be coming to a school near you in the future!

The use of a Telemedicine cart, made by Rubbermaid, will be piloted in one of the Union County Public Schools soon. In the article below,  the school district's superintendent was quoted as saying that she hopes the technology can also be used to tackle the problem of mental health:

Presbyterian, UCPS partner to put Telemedicine in schools
Carolyn Steeves, The Enquirer Journal, 1/9/13 


According to information from the Rubbermaid Healthcare Telemedicine website, the cart supports high definition video teleconferencing, a plug and play I/O panel, platform computing, and is white board capable. The touchscreen has annotation capabilities.  

For more information, view the following video and also see the Rubbermaid Telemedicine Resources site.



Here's the promotional information from the Rubbermaid website:

HD Video, Touch-Screen Apps, & Shared Content 

"The Rubbermaid Telemedicine Cart combines full computing capabilities with HD video conferencing into one, easy-to-use, mobile point-of-care clinical platform. Its clean, slim line design and small footprint provide access into the smallest and busiest clinical settings. Its multi-touch interface, simple integration, and superior maneuverability streamlines work flow and creates high adoption rates by staff members."

 "Each Telemedicine Cart comes equipped with a 720p HD video camera, upgradable to 1080p HD video. It also provides computing access to any software or web-based application, including electronic medical records and PACS imaging systems. It can be outfitted with any number of optional medical devices (both analog and digital) that can be shared through the computer or video conferencing equipment or both. The Telemedicine Cart supports digital input through DVI and HDMI as well as legacy inputs such as VGA, S-Video, and composite video. In addition, it is a fully portable platform that runs for two hours via built-in battery power and can be quickly and easily wheeled from room to room, requiring only a standard, high speed internet connection (wired or wireless) to initiate an HD video conference."

Below is a screen shot of telemedicine images from a Google search:



RELATED
Rubbermaid Healthcare Telemedicine Resources (Videos, Whitepapers, News)
Rubbermaid Healthcare Telemedicine
FCC Gives Telehealth $400M Boost
Mary Mosquera, Healthcare IT News, 1/10/13


Dec 16, 2012

Updated: Links and Resources for coping with (and preventing) tragedy - Sandy Hook and beyond

I have spent much of my adult life as a school psychologist,  working with children, teens, young adults, and those who care about them. This Sandy Hill Elementary tragedy hit close to home, because among those killed was a fellow school psychologist, Mary Sherlach.  My heart goes out to everyone who has been touched by this event in some way, especially the families of those who lost their lives. 

Before going on to the rest of my post, I encourage you to take a few moments to listen to the children singing Silent Night in honor of those who lost their lives on Friday, December 14, 2012.

 


RESOURCES AND LINKS


Over the past few days, members of the National Association of School Psychologists  (NASP) have been providing information and resources for the public to assist with coping with the tragedy, and Twitter and Facebook have proven to be great ways to spread the word. 

Some of the information below is appropriate for those who are directly involved with the children who attend Sandy Hook Elementary or those who attend other elementary schools in the community.   Other articles have suggestions that would be appropriate for parents, teachers, and support staff in schools around the nation (and world).  There are other articles below that are good for those responsible for planning longer-term safe school strategies

Leading School Psychologist Advises How to Talk to Kids about Sandy Hook ShootingNASP: A National Tragedy: Helping Children Cope - Tips for Parents and Teachers 
NASP: Managing Strong Emotional Reactions to Traumatic Events: Tips for Parents and Teachers (pdf)
NASP: Threat Assessment at School: A Primer for Educators (pdf)
NASP: Threat Assessment: An Essential Component of a Comprehensive Safe School Program (pdf)
NASP: Helping Children Cope With Crisis: Care for Caregivers (pdf)
NASP: Tips for School Administrators for Reinforcing School Safety (pdf)
NASP: School Safety and Violence Prevention (Multiple links on topics such as mental health, suicide prevention, bullying, violence prevention planning, crisis prevention and intervention, and behavior/discipline). 
NASP: National Emergency Assistance Team (NEAT)
North Carolina Dept. of Justice: Keeping North Carolina Schools Safe & Secure (pdf)

If you are a parent or concerned member of your community, check your school district's website to learn more about what local safe school policies are in place. There may be a section with tips for parents. (Additional related resources can be found in the body of the comments below and at the end of this post.)

REFLECTIONS

Violence prevention is a complex problem.
From my point of view, preventing or minimizing tragedies such as the one experienced at Sandy Hook Elementary will take a systems approach, and involve people from a number of disciplines. I am convinced that it will take a larger number of people, who can commit to sustaining their efforts over a long period of time. 

What troubles me in this case is that the perpetrator was homicidal, suicidal. and matricidal. He had the wherewithal to know that the school most likely had a school safety plan in place.  He did the unthinkable - he  used a powerful weapon to gain access by blasting through the entry doors. And he would not stop until he had killed 20 young children and a good handful of caring adults.

The problem of protecting schools from intruders can't be solved by making schools more prison-like. Sandy Hook school reportedly had a video surveillance system, locked front doors, a policy for visitors to be buzzed in, and a safe schools policy that required that all teachers (and students) receive training in what to do in an emergency requiring a school lock-down.  If these things were not in place, many more lives would have been lost.  


Firearms:  The Elephant in Our Nation's Living-Room
The elephant that is taking up a huge space in our country's living room?  Weapons that are appropriate for military and law enforcement use, such as the semi-automatic rifle that was in the hands of this young man, are readily available in most communities. We know that the perpetrator did not own the weapons he brought to Sandy Hook Elementary School.  We know that he had easy access to it because it was purchased legally by his mother, and apparently was kept in his home.  

This topic is a political hot potato, but worthy of serious study.  With "Big Data", advanced analytics, and some engaging information visualizations, I am sure something positive can emerge from the 'debate'.   (Nate Silver, author of the New York Times FiveThirtyEight blog, might have a few words to say on this topic, judging from his December 14th post, "In Public 'Conversation' on Guns, a Rhetorical Shift".)


Need for Research - Co-Morbidity - Identification, Evidence-based Treatment, and Prevention

At the time of this post, it was not certain if the perpetrator had a disability, a personality disorder, or a mental health disorder that may have contributed to his violent acts. We do not know if he was receiving treatment, or if he had ever been hospitalized or prescribed medication.  

Whatever the case, I am sure that the tragedy that happened at the Sandy Hook elementary school has caused additional worry for a number of parents of teens and young adults who struggle from mental health problems and other disorders.  Having worked with a number of young people with challenging mental health concerns over the years, including psychiatric patients with a history of serious violence, my heart goes out to these parents. I am sure some of them wonder if the next crisis that flashes on the news is something that was initiated by their child, no matter what the child's age.

Not everyone is aware that serious mental health disorders can crop insidiously during the early teens. The "red flags" might be attributed to puberty, and not be interpreted as precursors to something more serious.  Some mental illnesses become full -blown during the later teen years or during young adulthood, often past the age where a school psychologist or similar professional in the education system can step in to intervene, or provide resources and information for parents. 

Many families have struggled to obtain an appropriate level of care for their teen or young adult child, only to find that these services have been reduced due to budget cuts to mental health and transition-to-adulthood programs in their communities.  Many of these young people have good potential, but their mood states, unusual mannerisms, or periods of erratic thought processes make it difficult to interview for jobs and keep them unless they receive consistent support in the form of counseling, job coaching, and/or medical management. 

There is a need for more research and support that focuses on the needs of teen to young adult age group. This includes research in psychological treatment,group counseling approaches, psychopharmacology, mental health education, and more.   

Update: 
For a graphic description of what this might be like for a parent of a teen who struggles with emotional/behavioral issues at time, see the blog post that has been circulating around the internet.  The mother, Liza Long, wrote the post  immediately after she learned of the Sandy Hook shootings. Her post triggered hundreds of comments, some of them critical.  In response, an anonymous school psychologist reflected on some experiences with a student in need of support.  I do not think the school psychologist's story exaggerates reality in any way. 


Role of technology in Intervention and Prevention:
Interactive digital media, such as serious games, might play a role in this effort.  For example, the Australian National University developed the MoodGym training program, an interactive, free web-based application that use a cognitive-behavior approach to cope with anxiety and depression, and E-Couch, an online program for preventing and coping with depression, generalized anxiety disorder, and social anxiety disorder.  

For middle-school children, the PBS ItsMyLife website provides a number of activities, games, and videos that explore topics such as emotions, school, friendships, bullying, and more. The website includes lesson plans for teachers and tips for parents. 

More research is underway to support the use of interactive digital technology to support mental health.  One example is the work of Stanford University's Calming Technology lab. Another example is the use virtual reality for treating post-traumatic stress disorder. The USC Institute of Creative Technologies has been involved in this area for a number of years. MindHabits, a suite of games developed by psychologists in Canada, was based on research and aims to help people reduce stress. 


Coincidentally, Connecticut's Southwest Regional Mental Health Board is developing a web-based resource for young adults with mental health concerns, if the information from a job posting for the project is correct:

"The goal of this project is to design or adopt an electronic/virtual system to engage young adults in mental health services.  This system would assist young adults in enhancing their own mental health, and addressing mental health issues as they arise or develop via an interactive, multi-media electronic platform.  This platform would integrate social networking and information media which may include website, facebook, You-Tube, Skype, blog, chat room, texting and phone apps.  Development of this platform will be informed by Connecticut youth and young adults and advised by an advisory group of statewide young adult leaders in the mental health and addiction fields."

It is my hope that the power of the "social" web will support efforts to collaborate and tackle this problem, on many levels.

RELATED

Mental Health Issues - Co-morbidities
After I learned that it was speculated (but not confirmed) that the perpetrator of the Sandy Hook Elementary School shootings may have had Asperger's Syndrome,  I thought it would be helpful to include additional on the topic of Asperger's Syndrome and co-morbid mental health disorders.  

Mazzone, Luigi; Ruta, Liliana; Reale, Laura.   Psychiatric comorbidities in Asperger syndrome and high functioning autism:  diagnostic challenges. Annals of  General  Psychiatry. 2012; 11: 16.
Published online 2012 June 25. doi:  10.1186/1744-859X-11-16
Link from publication:
Summary of studies published between 2000-2011 exploring psychiatric comorbidity in Asperger syndrome and high functioning autism:  http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3416662/table/T1/

Gagan Joshi, Carter Petty, Janet Wozniak, Aude Henin, Ronna Fried, Maribel Galdo, Meghan Kotarski, Sarah Walls, and Josephe Biederman: The Heavy Burden of Psychiatric Comorbidity in Youth with Autism Spectrum Disorders: A Large Comparative Study of a Psychiatrically Referred Population
Journal of Autism and Developmental Disorders10.1007/s10803-010-0996-9

Taylor, Julie Lounds, Seltzer, Marsha Mailick. Employment and Post-Secondary Educational Activities for Young Adults with Autism Spectrum Disorders During the Transition to Adulthood Journal of Autism and Developmental Disorders© Springer Science+Business Media, LLC 201010.1007/s10803-010-1070-3

Mental Health Issues: Funding
State Mental Health Cuts: A National Crisis (pdf) (2011) National Alliance on Mental Illness

Systems Approach/Prevention
The following resources are from various disciplines:

Systems Theory (Wikipedia)
2012 National Strategy for Suicide Prevention: Goals and Objectives for Action (pdf)
A Report of the U.S. Surgeon General and of the National Action Alliance for Suicide Prevention

Aug 15, 2009

Games to lift stress away: Flower, flOw, (and Cloud), from thatgamecompany

As I set out to revisit some of my early posts on this blog, I came across a link to a review the Flower game, created for the Playstation 3 by Jenova Chen, Kellee Santiago, and other members of thatgamecompany. It is good to know that this group continues to work towards the goal of creating innovative games that provide gaming experiences that are calming, pleasant to use, and are unlike most game genres.


http://iamshallow.files.wordpress.com/2009/05/flower-20070920032053752.jpg
Flower 
(Credit: IGN)

"Supported HD Output: 720p, 1080i, 1080p- From the same developers that brought you the serene flOw comes Flower, whose gameplay has players guiding a flower petal across gorgeously rendered fields and plains, replete with individually modeled leaves of grass that blow and sway in the wind. Colorful, peaceful, and exhillerating, Flower is a difficult game to describe, and simply must be experienced in all it’s HD beauty to truly be appreciated. A real gem."

(Flower is played with the Sixaxis wireless game controller that can sense motions and provide precision in interactive game play. The Sixaxis was recently replaced by Duoalshock 3, which provides motion sensing and rumble. I'm not sure if the new controller works with Flower.)


The following video review by Pete Dorr won't give enough details about the game to spoil it for you. Go ahead and watch the review!


Since I don't have a PS3 (yet), I'm sharing a couple of reviews of Flower that I found on the IGN website:

"thatgamecompany's mellow, beautiful adventure through the dreams of plants starts out so disarmingly pleasant that one would be forgiven for assuming it's just a game about flying around and picking up flower petals. It's not until one experiences the couple-hour experience from beginning to end (preferably with 5.1 audio, the lights off and no human distractions) that the game really gets its emotional hooks into you. Without ever introducing a single line of dialogue, any characters (at least in the traditional sense) or clear goals, Flower takes you on a ride that's over far too soon, yet somehow seems just right for what it's trying to do: suck you into a world without the usual video game trappings while playing with your emotions in a way no amount of manufactured tear-jerk dialogue or surprise deaths ever could. It really is unlike anything else you'll ever play and stands as one of the best (if not the best) examples of SixAxis motion controls on the PS3."


"thatgamecompany has depicted something that I never once imagined: what would a flower's dream look like if we could see it? Flower, a PS3 downloadable that comes as a spiritual successor to flOw, is one of the most beautiful games that I've ever played. Not just because the visuals are entirely breathtaking, but also because the experience of playing it offers more enjoyment, emotion and enlightenment than any game I've tried in years."

"Before you read on, keep in mind that Flower isn't quite for everyone. There will be those that experiment with it but won't see the point, as it strays so far from the traditional spectrum of gameplay systems, but it's truly worth playing...Flower is a poem, where you as the player participate in the dreams of flowers confined to the ever-changing landscape of a colorless city. Each dream, or stage, revolves around a different theme and gameplay objective, but your method of control remains the same: tilt the controller to direct a series of flower petals through beautiful environments. Press any button to stir up a wind that will coax them along. As you begin with one flower petal, you'll soon touch other flowers and gather more petals, generally influencing the environment in a way that pleases the dreamer. This setup works amazingly well to create varying tasks for you to enjoy..."

Flower was listed as one one of the best games for the Playstation 3 for HDTV, along with a flOw, a 2006 game from the same company:

Best Playstation 3 Games For Showing Off Your New HDTV


http://selectstartgames.files.wordpress.com/2009/05/flow_ps3_hero.jpg

flOw
"Supported HD Output: 720p, 1080i, 1080p- Calm, serene, and beautiful in it’s simplicity, flOw was one of the first PSN titles released when the Playstation 3 launched in November 2006, and it’s still a gorgeous work of art. From the calming music, to the simple gameplay, flOw proves that you don’t need high resolution textures and thousands of animations to produce a beautiful image."

"FlOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss."


I came across Cloud about four years ago, when I was looking for non-violent games that could support relaxation and stress-reduction. Cloud was created by some of the members of thatgamecompany when they were students at UCS.

I later posted about how I used the game in in my work as a school psychologist:

Cloud is a relaxing, nonviolent game, created by graduate students at USC. The character, a child, flies around, collecting clouds and putting them into puzzles in the sky. The music is very soothing. The game is free and can be downloaded through the website. This game could be used to help relax students with anxiety disorders, Asperger syndrome, etc., develop coping strategies. Here is the link to the Cloud video trailer.
(I use the Cloud Game as a form of crisis intervention with students undergoing high level of agitation and stress at the middle and high school level.)

Below is a video of the Cloud game, which was designed for use on a computer. It still appears to be available for free from the USC website.


FlOw was Jenova Chen's MFA Thesis, built upon Mihaly Csikszenmihalyi's Flow Theory:

"being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost."

The game went on to become an award-winning PS3 game.
The early web-based version of flOw is free, and some of the gameplay can be done using your finger on a touch screen. The music is relaxing, almost hypnotic.




Why this is important:

There is a need for games that can be used for relaxation, as most commercial games focus on action and thrills, often delivered through violence.

(Pictures and videos are from the IGN website, YouTube, and related websites.)