Gaming Hypnosis: Are “Games for Health” oxymorons? Laurence I. Sugarman, Rochester Institute of Technology, Rochester, New York, USA Kindertagung 2016, Heidelberg. Part One: Getting Ready to Play o Intros What do you play? How do you play? What is the urge? o Do you use interactive games and media in your clinical work with young people? Tracking Apps (diet, exercise) Role-playing games (First person shooter) Skill Games (Angry Birds, Lumosity) Hybrids (Minecraft) Biological sensors (FitBit, HeartMath) o Can you share some examples of integrating games and media into your clinical work? o Are interactive games and media the evolution of Play Therapy? o Some Key Questions Is game based learning transferable? If so, how? Do components from evidence-based therapy work in games? Does “gamifying” therapy increase its efficacy? o Summary of Part One Part Two: Gaming and Hypnosis o What are games? o What’s hypnosis? o What if we look at game involvement through the lens of State-Related Learning Memory and Behavior (Rossi, 1993)? o Common and Shaky Ground Part Three: Exploring Common Ground o Conversations on Clinical Gaming with Robert Rice. Gaming competency: using games for competency and mastery Including parents: to shift view, support child’s strengths in new ways. Calibrating coping skills: using sensor-based media to calibrate/reinforce self-regulatory abilities. Videogames as metaphors: using game construction as lens for daily life challenges. o What I have been learning at RIT DyFSS ART in ASD MindGamers My Stress Control Game using HeartMath’s EmWave o Solid ground for building 2 Games provide immersive structures Gamifying therapy Tracking Apps and Hybrids Games allow integration of evidence-based therapeutic principles Externalization Narratives Exposure & Response prevention Calibration and tracking of autonomic regulation Selected References Hope, A. E. & Sugarman, L. I. (2015). Orienting Hypnosis. American Journal of Clinical Hypnosis, 57(3): 212–229. Hunt, E. T., Hicks, D. M., Alvut, L. A., Hope, A. E., & Sugarman, L. I. (2016) Improving the Graphical User Interface (GUI) for the Dynamic Feedback Signal Set (DyFSS): Increasing Accessibility for the Neurodiverse. Retrieved from http://scholarworks.rit.edu/eatc/Papers/papers_3/1/. Hunt, E., Hicks, D., Hope, A. E., Garrison, B. L., Jacobs, S., & Sugarman, L. I. (2016) Introducing and Illustrating Biofeedback to Young People with Autism Spectrum Disorder. Poster presented at the 3rd annual Effective Access Technology Conference, Rochester, NY. Retrieved from http://scholarworks.rit.edu/eatc/Papers/poster_3/9/. Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6: 125-137. Landry, J. M., Alvut, L. M., Garrison, B. L., Hope, A. E. & Sugarman, L. I. (2017). Autonomic regulation training: Using multimodal peripheral biofeedback in a higher education setting. Journal of Applied Psychophysiology and Biofeedback (in press). Mazurek, M. O., Shattuck, P. T. Wagner, M. & Cooper, B. P. (2012). Prevalence and correlates of screen-based media use among youths with autism spectrum disorders. Journal of Autism and Developmental Disorders 42(8): 1757-1767. Sugarman, L. I., Garrison, B. L., & Hope, A. E. (2014). Self-Adjusting Biofeedback with a Dynamic Feedback Signal Set (DyFSS) . http://scholarworks.rit.edu/eatc/Papers/Papers/9 Sugarman L. I., Garrison, B. L., Williford, K. L. (2013). Symptoms as Solutions: Hypnosis and biofeedback for autonomic regulation in autism spectrum disorders. American Journal of Clinical Hypnosis, 56(2): 152-173. Contact: Laurence I. Sugarman Rochester Institute of Technology 180 Lomb Memorial Drive Rochester, NY 14623-5603 Laurence.Sugarman@RIT.edu https://www.rit.edu/healthsciences/psychophysiology/ P: (01) 585.721.1480 3 Rob$Rice,$Ph.D.,$LMHC$ Videogame6Based$Treatment$Plan$ Name:&______________________________________& & $ Setting& Characters& Tools&Needed& Level$1$(Insisting)$ & & & & 1.& & 2.& & 3.& & 4.& 1.& & 2.& & 3.& & 4.& & 5.& Points&Won&For& 1&point&=&& & & 2&points&=&& & & 3&points&=&& & & Level&Defeated& & When& & & & & & & & Level$2$(Defying)$ Level$3$ (Celebrating)$ & & 1.& & 2.& & 3.& & 4.& & 1.& & 2.& & 3.& & 4.& & 5.& & 1&point&=&& & & & 2&points&=&& & & & 3&points&=&& & Copyright 2015, Robert H. Rice. All rights reserved. 4 DOB:________________& 1.& & 2.& & 3.& & 4.& & 1.& & 2.& & 3.& & 4.& & 5.& & 1&point&=&& & & & 2&points&=&& & & & 3&points&=&& Not&Applicable& ! 6 Xt r a St r essPo i n t s ! 1 _________ 2 _________ 3 _________ 4 _________ 5 _________ 6 _________ 7 _________ 8 _________ 9 _________ 10 _ _ _ _ _ _ _ _ 11 _ _ _ _ _ _ _ _ 12 _ _ _ _ _ _ _ _ 13 _ _ _ _ _ _ _ _ 14 _ _ _ _ _ _ _ _ = ________ ! 7 I am ex c i t ed when ... 5 2 3 8 3 4 3 2 SUCCESS Z ONE 2 10 2 11 2 14 3 ! 1 3 ! 2 12 ! 13 ! PRACT I CE Z ONE 3 I am an xi ous when ... G O! 3 I a m ex c i t ed when ... 5 3 I am an xi ous when ... 3 2 9 Copyright 2014, Laurence I. Sugarman. All rights reserved.
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