 |
|
| Emily Gage |
Children go through the usual gauntlet of challenges: moving, making new friends,
encountering bullies at school. Extra stress is added to their lives when they have
conditions such as obsessive-compulsive disorder, anxiety disorders or autism
spectrum disorder. Going to therapy to learn how to handle stress can be boring
or the concepts too complex for young children, so how do therapists help children adapt?
Enter Stephen Jacobs, associate professor of RIT’s School of Interactive Games and Media. He
and a slew of students on co-op are creating a therapeutic video game called MindGamers in
School (MG), the main project of the Games for Health Rochester chapter. The project started
in the summer of 2011, with Kenneth Stewart II, Ivy Ngo and Jack McDonald coordinating
with Dr. Robert Rice, assistant professor at St. John Fisher College, and Dr. Laurence Sugarman,
director of the Center for Applied Psychophysiology and Self-regulation at RIT, to fully
understand the medical and psychological scope of their game. Established in 2011, Games
for Health Rochester strives to use video games and related technology to improve health and
health care of people.
Fourth year Game Design and Development major Bryan Gawinski loves that he’s part of a
project that helps so many. He had worked with children with autism before in soccer games,
so he was aware of the challenges they face. “It’s nice to [create] a game that’s more than pure
fun,” Gawinski said.
McDonald, a fifth year game design and development major who has since moved on from
the project, shares the same sentiment. “You usually don’t get to work with the technology
and games,” he said. “We’re trying to take a therapeutic practice and deliver it in a way that’s
interesting for them.”
Students Mark Zimmerman, Megan Kushner and Steve Oyarijivbie have also worked on
the project since 2011, along with Stewart, Ngo, McDonald and Gawinski. They worked on the
project as full-time co-op students, while Jacobs took a more “hands-off” approach, to allow
the cooperation between the student developers and Rice and Sugarman to form naturally.
Using games to heal is not a new concept. “People have been doing experiments with games
and game-like environments for over 15 years,” Jacobs said in a phone interview. “It gained
traction in the last five to six.” Virtual reality has been used to confront players with stressors
such as spiders or heights, and pharmaceutical company Bayer released Didget, a blood glucose
monitor that can be attached to a Nintendo DS and rewards the player for consistently testing
and managing their diabetes.
In MG, the child plays with their therapist
in the office. The child is hooked up to a
NeXus-10 biofeedback sensor, using probes
on the skin to measure breathing rate, skin
temperature, skin conductance and heart
rate; each value changes as the player becomes
stressed. The player starts the game by creating
three avatars. The first represents the player,
while the second and third are paradigms. One
is a goal-directed imp, or Inner Motivational
Projection, decked out in armor and equipped
with weapons on a utility belt, with names
such as “Sword of Sharp Intellect” or “Pocket
Watch of Slo Mo.” The other imp is problembased,
causing the player to get in trouble.
Both imps fol low the player a round
and come into play when they encounter
something that causes stress in a school
environment; the exact stressors are selected
at character creation. The problem imp tries to
get the player to perform the negative behavior,
such as being late to class. The goal imp will
distract the problem imp when the NeXus-10
reads that the player has a sufficiently low
level on their Stressmeter, which is a single
number representing the measured values of
stress. The goal imp’s equipment represents
tools the player can use to handle stress, such
as stopping to count to five before acting. The
therapist helps the player remember their
tools to calm themselves, allowing the player
to progress in the game.
Once MG is released, Jacobs hopes to
continue working on the concept, creating
other versions, such as MindGamers at Home,
which would allow the player to practice the
concepts learned in therapy . This would allow
the therapist to get a better understanding of
their progress over self-reported progress at
their meetings. Currently, Jacobs is working
on finding grants and donors to grow the
project, including looking for full-time
developers instead of relying on the more
transient co-op students.