janemcgonigal

Author Archive

Win private coaching, a custom secret identity, and more

In Uncategorized on August 7, 2015 at 1:50 pm

Superbetter_ecard_revise6

I’m giving away a LOT of cool rewards to everyone who preorders my new book. Here’s how it works:

STEP ONE: Preorder my new book.

(Just click here: Amazon.com, Barnes & Noble online,  Indiebound)

STEP TWO: Fill out this 30-second form!

Here’s what you’ll get:

EVERYONE WINS three awesome rewards: 

1. a signed book plate with a handwritten message from me

2. VIP access to a private Google hangout/online chat, where I will answer all your questions about ANYTHING YOU WANT!

3. a secret code for a brand new SUPERBETTER power pack full of quests, power-ups and bad guys that will ONLY be available to people who pre-order the book. (Download the power pack on the SuperBetter.com website or app)

You will also be entered to win a few really special rewards…

* your own custom SUPERBETTER adventure, designed by ME for YOU: tell me what challenge you want to tackle or a change you want to make, and I will work with SuperBetter’s science advisors to create a totally personalized set of quests, power-ups and bad guys JUST FOR YOU (1 winner)

* a brand new secret identity that I invent for you, based on a “signature strengths” and a “hero dream team” quest that you and I will do together (2 winners)

* a private online SUPERBETTER coaching session with Jane, via Google Hangout or Skype! (3 winners)

(If you win, you can keep the prize or give it to anyone you want… make someone’s day by helping them get superbetter!)

Remember: 1. Pre-order the book. 2. Fill out this form. YOU WIN!

You’re surrounded by potential allies

In Uncategorized on July 15, 2015 at 2:46 pm

Are you looking for potential allies? The world is full of people getting SuperBetter! Click on a tagboard to find YOUR next ally…

Screen Shot 2015-07-15 at 2.34.08 PM

Screen Shot 2015-07-15 at 2.35.39 PM

Screen Shot 2015-07-15 at 2.37.39 PMScreen Shot 2015-07-15 at 2.43.29 PM

Screen Shot 2015-07-15 at 2.40.35 PM

Praise for SUPERBETTER the book!

In Uncategorized on May 31, 2015 at 7:13 am

51oHuRxOgIL._UY250_

“Hundreds of thousands of people have had their lives changed by Jane McGonigal’s SuperBetter program, and I see why. It’s a marriage of positive psychology with pioneering insights from cutting-edge game design. This is a plan for profound growth in the face of whatever challenges life throws at you – and whatever ones you can throw at yourself.” – Charles Duhigg, bestselling author of The Power of Habit

Check out what others have to say about SUPERBETTER the book, and then join the movement (and the fun!) by pre-ordering it now!

Get it on Amazon.com * * * Get it on Indiebound.com * * * Get it on Barnes & Noble ***

Help your company get superbetter with a 40% discount on orders of 100 copies or more via CEOReads!

Don’t we all want to be better than before? If fact, we’d like to be super better! Jane McGonigal’s fascinating, ground-breaking approach shows how ‘living gamefully’ can help us lead happier, healthier, more engaged lives.” – Gretchen Rubin, bestselling author of Better Than Before and The Happiness Project

“Many of us struggle to overcome challenges that seem overwhelming. Jane McGonigal has taken her immense knowledge of the science of gaming to create an innovative guide that allowed her to overcome her greatest challenge and now, thankfully, is available to each of us to overcome our own.” – James R. Doty, M.D., Professor of Neurosurgery, Stanford University School of Medicine

“At the heart of SUPERBETTER is a simple and potentially transformative idea: We can use the same psychological strengths we display when we play games to confront real-life challenges, whether it’s illness, injury, or just changing our habits for the better. Grounded in research and informed by McGonigal’s own sometimes harrowing experiences, this book will make you stop and think, then get you to act.” – Daniel H. Pink, bestselling author of Drive and A Whole New Mind.

“Jane McGonigal’s book is an inspiring one about overcoming personal obstacles, and a revolutionary testament that game playing is for ANYONE who wants to change their life for the better.  To become stronger, braver, and happier, you have to ‘play with a purpose.’ And if you don’t know what that means, get ready… you will.” – Stacy London, host What Not to Wear and author of The Truth About Style

In this dazzling manifesto, Jane McGonigal knits together state-of-the-art research, moving anecdotes, and extremely satisfying mini-challenges to show us how games—video and otherwise—hold the key to a more productive, joyous life. A game designer by training and an empath by nature, McGonigal uses every power-up at her disposal to convince her audience that the very tools we deploy in imaginary worlds can be used to overcome struggles in everyday life. The result is a candy-crushing, genre-slaying read, for which fans will surely be sending her gratitude notes for years to come.” – Jennifer Senior, author of All Joy and No Fun

“SUPERBETTER is an amazing book that fuses psychology and play in an revelatory way. With a wonderfully encouraging writing style, Jane morphs the tropes of gaming into an empowering tool set for change. SUPERBETTER is impeccably researched, extremely accessible, and sure to inspire gamers and non-gamers to adopt gameful techniques into their day-to-day lives. The sword of self-improvement never seemed easier to wield against the monsters lurking in one’s mind!” – Felicia Day, creator of Geek and Sundry and author of You’re Never Weird on the Internet (Almost)

“SUPERBETTER delivers mind-boggling, science-supported, health-promoting knowledge and practical steps to bring more well-being into your life in a fun and engaging way, even if you are facing epic challenges like anxiety, depression, traumatic brain injury, or medical illness. Visionary innovator and researcher Jane McGonigal provides the proof and the practices that reveal how living a ‘gameful’ life can help you get personally stronger, closer to others, clearer in your mind, braver in your actions, and a greater hero in your own unfolding life story. SUPERBETTER is a playful, hands-on manual immersing you directly in challenges and adventures of creative gaming to develop more flexibility and resilience as you transform your life.” – Daniel J. Siegel, M.D., Clinical Professor, UCLA School of Medicine and author of Mindsight

“You can’t think your way out of a problem, but you can work your way out of a problem. SUPERBETTER shows us that it’s also possible, and maybe even healthier, to play your way out of a problem. Especially if you’re a silly person, like me or Stephen Hawking.” – Rob Delaney, comedian and author of Rob Delaney: Mother. Wife. Sister. Human. Warrior. Falcon. Yardstick. Turban. Cabbage.

“Until you understand yourselves as the hero of your own story, you’ll never make a dent in the world. This insightful book shows you how create the life of your dreams, using a gameful approach.” – Nilofer Merchant, CEO, Silicon Valley strategist and author of The New How

“Jane McGonigal is easily one of the most innovative thinkers in gaming today. In SUPERBETTER, she reveals to the world a great secret that avid game players kept for years: games are not a waste of your time; they can make you stronger, happier and more mindful. Reading this book is a compelling quest for anyone – whether you play games regularly, or you just have an open mind about them.” – Asi Burak, President of Games for Change

““This book is a wise and compassionate distillation of a wealth of good research about the psychology and neuroscience of resilience and social support, married to a game framework that itself comes out of rigorous new science into the psychology and neuroscience of gaming.  SuperBetter has been studied in action by the University of Pennsylvania and the National Institutes of Health, among others, and the facts are incontrovertible: following the SuperBetter rules makes people happier, more satisfied, less controlled by suffering, and stronger in their relationships with others.  It really works.” – Amy Cuddy, associate professor at Harvard  Business School and author of Presence

“Masterfully written and well researched, SUPERBETTER is literally a game-changer for anybody looking to build resilience in their lives. Though today’s rapidly evolving world can often seem overwhelming, McGonigal offers an important and timely roadmap to take back control of our own lives and focus on what really matters.” – Marc Goodman, author of Future Crimes and Chair for Policy, Law & Ethics at Singularity University

“SUPERBETTER gives you a simple, specific, potent strategy for becoming psychologically stronger: the regular, purposeful use of games in your everyday life. Based on cutting-edge science, it will overturn many assumptions you may have made about games. And the real kicker is that the writing style of Jane McGonigal is a game in itself!” – Todd Kashdan, professor of psychology at George Mason University, and author of The Upside of Your Dark Side

Get it on Amazon.com * * * Get it on Indiebound.com * * * Get it on Barnes & Noble ***

Help your company get superbetter with a 40% discount on orders of 100 copies or more via CEOReads!

Where to find allies online

In Uncategorized on February 19, 2015 at 2:17 pm

***If you’ve created or are participating in a SuperBetter support or ally group, add a link to it in the comments!***

superbetter allies

Art by Finlay Cowan. http://www.superbetter.com

Social media

You can discover fellow players by searching for the hashtag #superbetter on social media networks, like Instagram, Twitter, and Pinterest. (I’ve made a surprising number of virtual allies this way!)

#SuperBetter on Twitter

#SuperBetter on Instagram – search via Iconosquare ; #SuperBetter on Instagram – search via Websta

#SuperBetter on Tumblr

#SuperBetter on Pinterest

Discussion forums

There are also discussion forums and social media groups online for just about any challenge you can imagine. Not sure where to start? I’ve gathered links to popular forums and groups for the most common SuperBetter challenges. You may find it helpful to explain the SuperBetter method to others on the forum by sharing a link to the book, the online app, or the TED talk. Or post this image!

how-it-works

Addiction, recovery and rehab: Recovery.org community

Anxiety: Anxiety Forum, Anxiety and Depression Support Group on Facebook

Chronic Illness: Healingwell.com support forums have active communities for challenges like Chrohn’s, Fibromyalgia, migraines, Rheumatoid Athritis, and more

Depression: /r/depression 

Fitness and Weight Loss: My Fitness Pal forums, Fitocracy online community

IBS: IBS self help and support forums

LGBT support: Empty Closets forums

Mental health: Psychcentral Forums have active, thriving communities for BiPolar, Eating disorders, OCD, Self-injury and more

Parenting: /r/parenting, Mothering forums

Pregnancy and Babies: TheBump forumsBaby Center community

PTSD: MyPTSD.com,

Running: Runner’s world forums

Social Anxiety: Social Anxiety Forum and Support

Support for anything and everything: Try supportgroups.com for support with everything from loneliness, stress and relationship challenges to anger management, pet loss, and grief

These are just the tip of the iceberg. There are countless more out there, so if you don’t find what you need here, make it a quest to find one more today!

***If you’ve created or are participating in a SuperBetter support or ally group, add a link to it in the comments!***

Science and secrets for SuperBetter readers

In SuperBetter on February 18, 2015 at 5:40 pm

Welcome, SuperBetter readers! This is where you’ll find all those bonus secret resources I promised you in the book… enjoy!

superbetter quests

Art by Finlay Cowan. http://www.superbetter.com 

Science Updates

The field of scientific research on games and play is advancing quickly. Check back here often for new studies on the relationship between games and increased mental, emotional, social and physical resilience. Get science updates here.

Inventories

An inventory is a survey that has been designed to measure a specific psychological trait or experience, such as optimism, anxiety, courage, depression, or life satisfaction. Inventories are typically subject to rigorous scientific testing, to ensure that they effectively measure what they claim to be measuring. As you tackle your challenges gamefully and build up your strengths, you may wish to have access to some of these same powerful measurement tools. Typically, the most rigorously tested inventories are hard to find outside of scientific journals. However, to help you get access to these important resources, I’ve gathered up all of the publicly inventories here that I think will be most potentially useful to you on your SuperBetter journey. Get the inventories here.

Where to find SuperBetter allies online

You can start recruiting allies today—online. There are discussion forums and social media groups online for just about any challenge you can imagine. Not sure where to start? I’ve gathered links to popular forums and groups for the most common SuperBetter challenges. You can also discover fellow players by searching for the hashtag #superbetter on social media networks, like Instagram, Twitter, and Pinterest. (I’ve made a surprising number of virtual allies doing that!) Get suggestions for where to find SuperBetter allies online.

The science behind SuperBetter

Here you’ll find links to all the scientific articles and books referenced in SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient — Powered by the science of games. These are more than 500 of my favorite scientific studies and books about post-traumatic growth, the psychology and neuroscience of games, the relationship between a gameful mindset and better health and happiness, and everything else that’s superbetter. Get the references here.

Create your own Secret Headquarters

… and of course, remember that you can create your own secret headquarters to collect your power-ups, battle bad guys, recruit allies and track your quests at SuperBetter online at www.superbetter.com

Share SuperBetter with a friend

If you’d like to explain SuperBetter to a friend, send them this video of my SuperBetter TED talk!

SuperBetter science updates!

In SuperBetter on February 18, 2015 at 5:16 pm

SNEAK PREVIEW! This page is a resource for readers of my new book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games by Jane McGonigal (Penguin Press, September 15, 2015).

Art by Finlay Cowan. www.superbetter.com

Art by Finlay Cowan. http://www.superbetter.com

The field of scientific research on games and play is advancing quickly. Check back here often for new studies on the relationship between games and increased mental, emotional, social and physical resilience.

January 2015

Why it’s hard to empathize with strangers… and why videogames can help

“Stress from the presence of strangers reduces people’s ability to empathize, a new study finds. However, just 15 minutes of playing a video game together (in this case, the cooperative music game Rock Band) is enough to overcome this barrier and allow strangers to empathize with each other.” Read a summary, or read the full scientific paper! “Reducing social stress elicits emotional contagion of pain in mice and human strangers

The science behind SuperBetter

In Uncategorized on February 18, 2015 at 5:10 pm
Art by Finlay Cowan. www.superbetter.com

Art by Finlay Cowan. http://www.superbetter.com

Dear fellow science geeks, researchers, and lifelong learners:

Here you’ll find all the references from my book SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient — Powered by the science of games (Penguin Press, September 15, 2015). These are more than 500 of my favorite scientific studies and books about post-traumatic growth, the psychology and neuroscience of games, the relationship between a gameful mindset and better health and happiness, and everything else that’s superbetter.

Wherever possible, I have linked to a PDF of the full article, so you can really dig in. If the scientific article is available only to subscribers of a particular journal, you may be able to get access at your local library or university. I promise I’ll do my best to keep this page updated, but if you discover a broken link, try searching for the article in Google Scholar. And for new studies that weren’t published yet when I wrote my book, go here!

Enjoy!

Introduction

Mackelprang, Jessica L., et al. “Rates and predictors of suicidal ideation during the first year after traumatic brain injury.” American journal of public health 0 (2014).

Bahraini, Nazanin H., et al. “Suicidal ideation and behaviours after traumatic brain injury: A systematic review.” Brain Impairment 14.01 (2013): 92-112.

Tedeschi, Richard G., and Lawrence G. Calhoun. “Posttraumatic Growth: Conceptual Foundations and Empirical Evidence.” Psychological inquiry 15.1 (2004): 1-18.

Wagner, Birgit, Christine Knaevelsrud, and Andreas Maercker. “Post‐Traumatic Growth and Optimism as Outcomes of an Internet‐Based Intervention for Complicated Grief.” Cognitive Behaviour Therapy 36.3 (2007): 156-161.

Calhoun, Lawrence G., and Richard G. Tedeschi. “Beyond recovery from trauma: Implications for clinical practice and research.” Journal of Social Issues 54.2 (1998): 357-371.

Quiros, Laura. “Trauma, recovery, and growth: Positive psychological perspectives on posttraumatic stress.” (2010): 118-121.

Joseph, Stephen, and P. Alex Linley. “Growth following adversity: Theoretical perspectives and implications for clinical practice.” Clinical psychology review26.8 (2006): 1041-1053.

Tedeschi, Richard G., and Lawrence G. Calhoun. “The Posttraumatic Growth Inventory: Measuring the positive legacy of trauma.” Journal of traumatic stress 9.3 (1996): 455-471.

Cordova, Matthew J., et al. “Posttraumatic growth following breast cancer: a controlled comparison study.” Health Psychology 20.3 (2001): 176.

Cadell, Susan, Cheryl Regehr, and David Hemsworth. “Factors contributing to posttraumatic growth: A proposed structural equation model.” American Journal of Orthopsychiatry 73.3 (2003): 279-28.

Werdel, Mary Beth, and Robert J. Wicks. Primer on Posttraumatic Growth: An Introduction and Guide. John Wiley & Sons, 2012.

Phelps, Kenneth W., et al. “Enrichment, stress, and growth from parenting an individual with an autism spectrum disorder.” Journal of Intellectual and Developmental Disability 34.2 (2009): 133-141.

Devine, Katie A., et al. “Posttraumatic growth in young adults who experienced serious childhood illness: A mixed-methods approach.” Journal of clinical psychology in medical settings 17.4 (2010): 340-348.

Joseph, Stephen. What Doesn’t Kill Us Makes Us Stronger: The New Psychology of Posttraumatic Growth. Basic Books, 2011;

Jones, Janelle M., et al. “That which doesn’t kill us can make us stronger (and more satisfied with life): The contribution of personal and social changes to well-being after acquired brain injury.” Psychology and Health 26.3 (2011): 353-369.

Ware, Bronnie. “Regrets of the Dying.” November 19, 2009. http://bronnieware.com/regrets-of-the-dying/. The article was subsequently expanded to a full-length book: The top five regrets of the dying. Hay House, Inc, 2012.

Roepke, Ann Marie. “Psychosocial Interventions and Posttraumatic Growth: A Meta-Analysis.” (2014).

Roepke, Ann Marie. “Gains without pains? Growth after positive events.” The Journal of Positive Psychology 8.4 (2013): 280-291.

Tremblay, Mark Stephen, et al. “Physiological and health implications of a sedentary lifestyle.” Applied Physiology, Nutrition, and Metabolism 35.6 (2010): 725-740.

Barrientos, Ruth M., et al. “Little exercise, big effects: reversing aging and infection-induced memory deficits, and underlying processes.” The Journal of Neuroscience 31.32 (2011): 11578-11586.

Healy, Genevieve N., et al. “Breaks in Sedentary Time Beneficial associations with metabolic risk.” Diabetes care 31.4 (2008): 661-666.

Martin, Corby K., et al. “Exercise dose and quality of life: a randomized controlled trial.” Archives of Internal Medicine 169.3 (2009): 269.

Hagger, Martin S., et al. “Ego depletion and the strength model of self-control: a meta-analysis.” Psychological bulletin 136.4 (2010): 495.

Fredrickson, Barbara L. “The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions.” American psychologist56.3 (2001): 218.

Fredrickson, Barbara L. “What good are positive emotions?.” Review of general psychology 2.3 (1998): 300.

Pressman, Sarah D., and Sheldon Cohen. “Does positive affect influence health?.” Psychological bulletin 131.6 (2005): 925.

Kashdan, Todd B., Paul Rose, and Frank D. Fincham. “Curiosity and exploration: Facilitating positive subjective experiences and personal growth opportunities.” Journal of personality assessment 82.3 (2004): 291-305.

Kashdan, Todd. Curious?: Discover The Missing Ingredient To A Fulfilling Life. Harper Paperbacks Pages.” (2010): 352.

Nittono, Hiroshi, et al. “The power of kawaii: Viewing cute images promotes a careful behavior and narrows attentional focus.” PloS one 7.9 (2012): e46362.

Holt-Lunstad, Julianne, Wendy A. Birmingham, and Kathleen C. Light. “Influence of a “warm touch” support enhancement intervention among married couples on ambulatory blood pressure, oxytocin, alpha amylase, and cortisol.Psychosomatic Medicine 70.9 (2008): 976-985.

Dunbar, Robin IM. “The social role of touch in humans and primates: behavioural function and neurobiological mechanisms.” Neuroscience & Biobehavioral Reviews 34.2 (2010): 260-268;

Moberg, Kerstin Uvnäs. The oxytocin factor: Tapping the hormone of calm, love, and healing. Merloyd Lawrence Books, 2003.

Emmons, Robert A., and Cheryl A. Crumpler. “Gratitude as a human strength: Appraising the evidence.” Journal of Social and Clinical Psychology 19.1 (2000): 56-69.

Algoe, Sara B. “Find, remind, and bind: The functions of gratitude in everyday relationships.” Social and Personality Psychology Compass 6.6 (2012): 455-469.

Algoe, Sara B., Jonathan Haidt, and Shelly L. Gable. “Beyond reciprocity: gratitude and relationships in everyday life.” Emotion 8.3 (2008): 425.

Lenhart, Amanda, et al. “Teens, Video Games and Civics.” Pew Internet Life Report. September 16, 2008.

McGonigal, Jane. Reality is broken: Why games make us better and how they can change the world. New York: Penguin, 2011.

Part One: Why Games Make Us SuperBetter

Cacioppo, John T., Joseph R. Priester, and Gary G. Berntson. “Rudimentary determinants of attitudes: II. Arm flexion and extension have differential effects on attitudes.” Journal of personality and social psychology 65.1 (1993): 5.

Pollick, Amy S., and Frans BM De Waal. “Ape gestures and language evolution.” Proceedings of the National Academy of Sciences 104.19 (2007): 8184-8189.

McNeill, David, et al. “Growth points from the very beginning.” Interaction Studies 9.1 (2008): 117-132.

Chapter One: You Are Stronger Than You Know

Hoffman, Hunter G., et al. “Virtual reality as an adjunctive non-pharmacologic analgesic for acute burn pain during medical procedures.” Annals of Behavioral Medicine 41.2 (2011): 183-191.

You can find up-to-date information about the availability of Snow World virtual reality for pain relief at http://www.hitl.washington.edu/projects/vrpain/

Hoffman, Hunter G. “Virtual Reality Therapy.” Scientific American. 60 – 65. August 2004.

Hoffman, Hunter G., et al. “Using fMRI to study the neural correlates of virtual reality analgesia.” CNS Spectr 11.1 (2006): 45-51.

Jameson, Eleanor, Judy Trevena, and Nic Swain. “Electronic gaming as pain distraction.” Pain Research & Management: The Journal of the Canadian Pain Society 16.1 (2011): 27.

Greco, Molly. Effectiveness of an iPad as a distraction tool for children during a medical procedure. Diss. BALL STATE UNIVERSITY, 2013.

Windich-Biermeier, Andrea, et al. “Effects of distraction on pain, fear, and distress during venous port access and venipuncture in children and adolescents with cancer.” Journal of Pediatric Oncology Nursing 24.1 (2007): 8-19.

Gutman, Sharon A., and Victoria P. Schindler. “The neurological basis of occupation.” Occupational therapy international 14.2 (2007): 71-85.

Nainis, Nancy, et al. “Relieving symptoms in cancer: innovative use of art therapy.” Journal of pain and symptom management 31.2 (2006): 162-169.

Wegner, Daniel M., et al. “Paradoxical effects of thought suppression.” Journal of personality and social psychology 53.1 (1987): 5; also, Lakoff, George. Don’t think of an elephant: Know your values and frame the debate. Chelsea Green Publishing, 2008.

Holmes, Emily A., et al. “Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science.” PloS one 4.1 (2009): e4153.

Holmes, Emily A., et al. “Key steps in developing a cognitive vaccine against traumatic flashbacks: visuospatial Tetris versus verbal Pub Quiz.” PloS one5.11 (2010): e13706.

Skorka-Brown, Jessica, Jackie Andrade, and Jon May. “Playing ‘Tetris’ reduces the strength, frequency and vividness of naturally occurring cravings.”Appetite 76 (2014): 161-165.

Andrade, Jackie, Jon May, and D. K. Kavanagh. “Sensory imagery in craving: From cognitive psychology to new treatments for addiction.” Journal of Experimental Psychopathology 3 (2012).

Xu, Xiaomeng, et al. “An fMRI Study of Nicotine-Deprived Smokers’ Reactivity to Smoking Cues during Novel/Exciting Activity.” PloS one 9.4 (2014): e94598.

Xu, Xiaomeng, et al. “Intense passionate love attenuates cigarette cue-reactivity in nicotine-deprived smokers: An FMRI study.” PloS one 7.7 (2012): e42235.

Patel, Anuradha, et al. “Distraction with a hand‐held video game reduces pediatric preoperative anxiety.” Pediatric Anesthesia 16.10 (2006): 1019-1027.

Yip, Peggy, et al. “Cochrane Review: Non‐pharmacological interventions for assisting the induction of anaesthesia in children.” EvidenceBased Child Health: A Cochrane Review Journal 6.1 (2011): 71-134.

Csikszentmihalyi, M. “Beyond boredom and anxiety.” The Jossey-Bass behavioral science series (1975).

Csikszentmihalyi, Mihaly. The flow experience and its significance for human psychology. (1988). (Updated 2008)

Csikszentmihalyi, Mihaly. “Activity and happiness: Towards a science of occupation.” Journal of Occupational Science 1.1 (1993): 38-42.

Mansfield, Brenda E., et al. “A possible physiological correlate for mental flow.”The Journal of Positive Psychology 7.4 (2012): 327-333.

Chen, Jenova. “Flow in games (and everything else).” Communications of the ACM 50.4 (2007): 31-34.

Scimeca, Dennis. “How playing casual games could help lead to better soldiers.” Ars Technica. October 5, 2013.

Russoniello, Carmen V., Kevin O’Brien, and Jennifer M. Parks. “EEG, HRV and psychological correlates while playing Bejeweled II: A randomized controlled study.” Stud Health Technol Inform 144 (2009): 189-92.

Russoniello, C. V., Kevin O’Brien, and Jennifer M. Parks. “The effectiveness of casual video games in improving mood and decreasing stress.” Journal of Cyber Therapy and Rehabilitation 2.1 (2009): 53-66.

Primack, Brian A., et al. “Role of video games in improving health-related outcomes: a systematic review.” American journal of preventive medicine 42.6 (2012): 630-638.

Gackenbach, Jayne, and Johnathan Bown. “Mindfulness and video game play: A preliminary inquiry.” Mindfulness 2.2 (2011): 114-122.

Grossman, Paul, et al. “Mindfulness-based stress reduction and health benefits: A meta-analysis.” Journal of psychosomatic research 57.1 (2004): 35-43.

Hofmann, Stefan G., et al. “The effect of mindfulness-based therapy on anxiety and depression: A meta-analytic review.” Journal of consulting and clinical psychology 78.2 (2010): 169.

Chiesa, Alberto, and Alessandro Serretti. “Mindfulness-based stress reduction for stress management in healthy people: a review and meta-analysis.” The journal of alternative and complementary medicine 15.5 (2009): 593-600.

Krygier, Jonathan R., et al. “Mindfulness meditation, well-being, and heart rate variability: A preliminary investigation into the impact of intensive Vipassana meditation.” International Journal of Psychophysiology 89.3 (2013): 305-313.

Davids, Thomas William Rhys, ed. Dialogues of the Buddha. Vol. 1. Motilal Banarsidass Publishe, 2000.

Chapter Two: You Are Surrounded by Potential Allies

Spapé, Michiel M., et al. “Keep Your Opponents Close: Social Context Affects EEG and fEMG Linkage in a Turn-Based Computer Game.” PloS one 8.11 (2013): e78795.

Iacoboni, Marco. “Imitation, empathy, and mirror neurons.” Annual review of psychology 60 (2009): 653-670.

Leslie, Kenneth R., Scott H. Johnson-Frey, and Scott T. Grafton. “Functional imaging of face and hand imitation: towards a motor theory of empathy.”Neuroimage 21.2 (2004): 601-607.

Feldman, Ruth, et al. “Mother and infant coordinate heart rhythms through episodes of interaction synchrony.” Infant Behavior and Development 34.4 (2011): 569-577.

Valdesolo, Piercarlo, Jennifer Ouyang, and David DeSteno. “The rhythm of joint action: Synchrony promotes cooperative ability.” Journal of Experimental Social Psychology 46.4 (2010): 693-695.

Valdesolo, Piercarlo, and David DeSteno. “Synchrony and the social tuning of compassion.” Emotion 11.2 (2011): 262.

Chanel, Guillaume, J. Matias Kivikangas, and Niklas Ravaja. “Physiological compliance for social gaming analysis: Cooperative versus competitive play.”Interacting with Computers 24.4 (2012): 306-316.

Ekman, Inger, et al. “Social Interaction in Games Measuring Physiological Linkage and Social Presence.” Simulation & Gaming 43.3 (2012): 321-338.

Fredrickson, Barbara. Love 2.0: How Our Supreme Emotion Affects Everything We Think, Do, Feel, and Become. Hudson Street Press, 2013.

Field, Tiffany, Brian Healy, and William G. LeBlanc. “Sharing and synchrony of behavior states and heart rate in nondepressed versus depressed mother-infant interactions.” Infant Behavior and Development 12.3 (1989): 357-376.

Stephens, Greg J., Lauren J. Silbert, and Uri Hasson. “Speaker–listener neural coupling underlies successful communication.” Proceedings of the National Academy of Sciences 107.32 (2010): 14425-14430.

Kok, Bethany E., and Barbara L. Fredrickson. “Upward spirals of the heart: Autonomic flexibility, as indexed by vagal tone, reciprocally and prospectively predicts positive emotions and social connectedness.” Biological psychology 85.3 (2010): 432-436.

Levenson, Robert W., and John M. Gottman. “Marital interaction: physiological linkage and affective exchange.” Journal of personality and social psychology45.3 (1983): 587.

Walker, Charles J. “Experiencing flow: Is doing it together better than doing it alone?.” The Journal of Positive Psychology 5.1 (2010): 3-11.

Järvelä, Simo, et al. “Physiological Linkage of Dyadic Gaming Experience.”Simulation & Gaming (2013): 1046878113513080.

Coyne, Sarah M., et al. “Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes.” Journal of Adolescent Health 49.2 (2011): 160-165

Padilla‐Walker, Laura M., Sarah M. Coyne, and Ashley M. Fraser. “Getting a High‐Speed Family Connection: Associations Between Family Media Use and Family Connection.” Family Relations 61.3 (2012): 426-440.

Buswell, Lydia, et al. “The relationship between father involvement in family leisure and family functioning: The importance of daily family leisure.” Leisure Sciences 34.2 (2012): 172-190.

Bavelier, Daphne, et al. “Brains on video games.” Nature Reviews Neuroscience 12.12 (2011): 763-768.

J. Wainer, K. Dautenhahn, B. Robins, and F. Amirabdollahian, “A pilot study with a novel setup for collaborative play of the humanoid robot KASPAR with children with autism,” International Journal of Social Robotics, vol. 6, no. 1, pp. 45-65, 2014.

Moderator: Bill Ferguson, Participants: Cay Anderson-Hanley, Micah O. Mazurek, Sarah Parsons, and Zachary Warren. “Game Interventions for Autism Spectrum Disorder.” Games for Health Journal, August 2012; 1 (4): 248-253 DOI: 10.1089/g4h.2012.0717.

Video games can benefit autistic children: Study.” Agence France-Presse. March 7, 2014.

Valdesolo, Piercarlo, Jennifer Ouyang, and David DeSteno. “The rhythm of joint action: Synchrony promotes cooperative ability.” Journal of Experimental Social Psychology 46.4 (2010): 693-695.

Sebanz, Natalie, Harold Bekkering, and Günther Knoblich. “Joint action: bodies and minds moving together.” Trends in cognitive sciences 10.2 (2006): 70-76.

Miles, Lynden K., Louise K. Nind, and C. Neil Macrae. “The rhythm of rapport: Interpersonal synchrony and social perception.” Journal of experimental social psychology 45.3 (2009): 585-589.

Batson, C. Daniel, et al. “Empathy, attitudes, and action: Can feeling for a member of a stigmatized group motivate one to help the group?.” Personality and Social Psychology Bulletin 28.12 (2002): 1656-1666

Batson, C. Daniel, et al. “Empathy and attitudes: Can feeling for a member of a stigmatized group improve feelings toward the group?.” Journal of personality and social psychology 72.1 (1997): 105.

Gutsell, Jennifer N., and Michael Inzlicht. “Empathy constrained: Prejudice predicts reduced mental simulation of actions during observation of outgroups.”Journal of Experimental Social Psychology 46.5 (2010): 841-845.

“Games for Peace: Bridging Conflict Through Online Games.” http://gamesforpeace.org/ Accessed April 20, 2014.

Wohn, Donghee Yvette, et al. “The” S” in social network games: Initiating, maintaining, and enhancing relationships.” System Sciences (HICSS), 2011 44th Hawaii International Conference on. IEEE, 2011.

Wohn, D., et al. “Building common ground and reciprocity through social network games.” CHI’10 Extended Abstracts on Human Factors in Computing Systems. ACM, 2010.

Trepte, Sabine, Leonard Reinecke, and Keno Juechems. “The social side of gaming: How playing online computer games creates online and offline social support.” Computers in Human Behavior 28.3 (2012): 832-839.

Oxford, Jonathan, Davidé Ponzi, and David C. Geary. “Hormonal responses differ when playing violent video games against an ingroup and outgroup.”Evolution and Human Behavior 31.3 (2010): 201-209.

Zilioli, Samuele, and Neil V. Watson. “The hidden dimensions of the competition effect: Basal cortisol and basal testosterone jointly predict changes in salivary testosterone after social victory in men.” Psychoneuroendocrinology37.11 (2012): 1855-1865.

Hermans, Erno Jan, Peter Putman, and Jack Van Honk. “Testosterone administration reduces empathetic behavior: A facial mimicry study.”Psychoneuroendocrinology 31.7 (2006): 859-866.

Zak, Paul J., et al. “Testosterone administration decreases generosity in the ultimatum game.” PLoS One 4.12 (2009): e8330.

Mazur, Allan, Elizabeth J. Susman, and Sandy Edelbrock. “Sex difference in testosterone response to a video game contest.” Evolution and human behavior18.5 (1997): 317-326.

Carré, Justin M., Susan K. Putnam, and Cheryl M. McCormick. “Testosterone responses to competition predict future aggressive behaviour at a cost to reward in men.” Psychoneuroendocrinology 34.4 (2009): 561-570.

Carré, Justin M., Cheryl M. McCormick, and Ahmad R. Hariri. “The social neuroendocrinology of human aggression.” Psychoneuroendocrinology 36.7 (2011): 935-944.

Mehta, Pranjal H., Amanda C. Jones, and Robert A. Josephs. “The social endocrinology of dominance: basal testosterone predicts cortisol changes and behavior following victory and defeat.” Journal of personality and social psychology 94.6 (2008): 1078.

Przybylski, Andrew K.; Deci, Edward L.; Rigby, C. Scott; Ryan, Richard M. “Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors.”Journal of Personality and Social Psychology, Vol 106(3), Mar 2014, 441-457.

Mihan, Robert, Yvonne Anisimowicz, and Richard Nicki. “Safer with a partner: Exploring the emotional consequences of multiplayer video gaming.Computers in Human Behavior 44 (2015): 299-304.

Chapter Three: You Are the Hero of Your Own Story

Kato, Pamela M., et al. “A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.” Pediatrics 122.2 (2008): e305-e317.

Tate, Richard, Jana Haritatos, and Steve Cole. “HopeLab’s approach to Re-Mission.” MIT Press (2009): 29-35.

Song, Hye-Sue, and Paul M. Lehrer. “The effects of specific respiratory rates on heart rate and heart rate variability.” Applied psychophysiology and biofeedback 28.1 (2003): 13-23.

Lehrer, PAUL M. “Biofeedback training to increase heart rate variability.”Principles and practice of stress management 3 (2007): 227-248.

Goldberger, Jeffrey J., et al. “Relationship of heart rate variability to parasympathetic effect.” Circulation 103.15 (2001): 1977-1983.

Stauss, Harald M. “Heart rate variability.” American Journal of Physiology-Regulatory, Integrative and Comparative Physiology 285.5 (2003): R927-R931.

Koepp, Matthias J., et al. “Evidence for striatal dopamine release during a video game.” Nature 393.6682 (1998): 266-268.

Hellman, Matilda, et al. “Is there such a thing as online video game addiction? A cross-disciplinary review.” Addiction Research & Theory 21.2 (2013): 102-112.

Rehbein, Florian, et al. “Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey.” Cyberpsychology, Behavior, and Social Networking 13.3 (2010): 269-277

Van Rooij, Antonius J., et al. “Online video game addiction: identification of addicted adolescent gamers.” Addiction 106.1 (2011): 205-212

Gentile, Douglas. “Pathological Video-Game Use Among Youth Ages 8 to 18 A National Study.” Psychological science 20.5 (2009): 594-602.

Kurniawan, Irma Triasih, Marc Guitart-Masip, and Ray J. Dolan. “Dopamine and effort-based decision making.” Frontiers in neuroscience 5 (2011).

Walton, M. E., et al. “Weighing up the benefits of work: behavioral and neural analyses of effort-related decision making.” Neural networks 19.8 (2006): 1302-1314.

Treadway, Michael T., et al. “Worth the ‘EEfRT’? The effort expenditure for rewards task as an objective measure of motivation and anhedonia.” PLoS One4.8 (2009): e6598.

Treadway, Michael T., et al. “Dopaminergic mechanisms of individual differences in human effort-based decision-making.” The Journal of Neuroscience 32.18 (2012): 6170-6176.

Cléry-Melin, Marie-Laure, et al. “Why don’t you try harder? An investigation of effort production in major depression.” PloS one 6.8 (2011): e23178.

Vo, Loan TK, et al. “Predicting individuals’ learning success from patterns of pre-learning MRI activity.” PloS one 6.1 (2011): e16093.

Breitenstein, Caterina, et al. “Hippocampus activity differentiates good from poor learners of a novel lexicon.” Neuroimage 25.3 (2005): 958-968.

Wise, Roy A. “Dopamine, learning and motivation.” Nature reviews neuroscience 5.6 (2004): 483-494.

Ventura, Matthew, Valerie Shute, and Weinan Zhao. “The relationship between video game use and a performance-based measure of persistence.” Computers & Education 60.1 (2013): 52-58.

Treadway, Michael T., et al. “Dopaminergic mechanisms of individual differences in human effort-based decision-making.” The Journal of Neuroscience 32.18 (2012): 6170-6176.

Kühn, Simone, et al. “The neural basis of video gaming.” Translational psychiatry 1.11 (2011): e53.

Kühn, S., et al. “Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.”Molecular psychiatry (2013).

Green, C. Shawn, and Daphne Bavelier. “The cognitive neuroscience of video games.” Digital media: Transformations in human communication (2006): 211-223

Dye, Matthew WG, C. Shawn Green, and Daphne Bavelier. “Increasing speed of processing with action video games.” Current Directions in Psychological Science 18.6 (2009): 321-326

Green, C. Shawn, Alexandre Pouget, and Daphne Bavelier. “Improved probabilistic inference as a general learning mechanism with action video games.” Current Biology 20.17 (2010): 1573-1579.

Bavelier, Daphne, et al. “Removing brakes on adult brain plasticity: from molecular to behavioral interventions.” The Journal of neuroscience 30.45 (2010): 14964-14971.

JOJA, Daniela Oltea. “LEARNING EXPERIENCE AND NEUROPLASTICITY–A SHIFTING PARADIGM.” Nature Reviews Neuroscience 3.1 (2002): 65-71.

Cole, Steven W., Daniel J. Yoo, and Brian Knutson. “Interactivity and reward-related neural activation during a serious videogame.PloS one 7.3 (2012): e33909

Kätsyri, Jari, et al. “The opponent matters: elevated fMRI reward responses to winning against a human versus a computer opponent during interactive video game playing.” Cerebral Cortex 23.12 (2013): 2829-2839

Mathiak, Klaus, and René Weber. “Toward brain correlates of natural behavior: fMRI during violent video games.Human brain mapping 27.12 (2006): 948-956

Saito, Keiichi, Naoki Mukawa, and Masao Saito. “Brain activity comparison of different-genre video game players.” Innovative Computing, Information and Control, 2007. ICICIC’07. Second International Conference on. IEEE, 2007.

Klasen, Martin, et al. “Neural contributions to flow experience during video game playing.” Social cognitive and affective neuroscience 7.4 (2012): 485-495.

Kätsyri, Jari, et al. “When just looking ain’t enough: phasic fMRI reward responses during playing versus watching a video game.” Frontiers in Psychology (2013).

Fox, Jesse, and Jeremy N. Bailenson. “Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors.” Media Psychology 12.1 (2009): 1-25.

Bailenson, Jeremy N. “Doppelgangers-a new form of self?.” PSYCHOLOGIST25.1 (2012): 36-38.

Fox, J., & Bailenson, J.N. (2010). The use of doppelgängers to promote health behavior change. CyberTherapy & Rehabilitation, 3 (2), 16-17.

Rosenberg, Robin S., Shawnee L. Baughman, and Jeremy N. Bailenson. “Virtual superheroes: Using superpowers in virtual reality to encourage prosocial behavior.” PloS one 8.1 (2013): e55003.

Nelson, Leif D., and Michael I. Norton. “From student to superhero: Situational primes shape future helping.” Journal of Experimental Social Psychology 41.4 (2005): 423-430.

Chapter Four: You Can Make the Leap from Games to Gameful

Mentzoni, Rune Aune, et al. “Problematic video game use: estimated prevalence and associations with mental and physical health.”Cyberpsychology, behavior, and social networking 14.10 (2011): 591-596

Gentile, Douglas A., et al. “Pathological video game use among youths: a two-year longitudinal study.” Pediatrics 127.2 (2011): e319-e329

Gentile, Douglas. “Pathological Video-Game Use Among Youth Ages 8 to 18 A National Study.” Psychological science 20.5 (2009): 594-602.

Chen, Lily Shui-Lien, Hill Hung-Jen Tu, and Edward Shih-Tse Wang. “Personality traits and life satisfaction among online game players.”CyberPsychology & Behavior 11.2 (2008): 145-149

Kahlbaugh, Patricia E., et al. “Effects of playing wii on well-being in the elderly: physical activity, loneliness, and mood.” Activities, Adaptation & Aging 35.4 (2011): 331-344

Jung, Younbo, et al. “Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility.” Proceedings of the Sixth Australasian Conference on Interactive Entertainment. ACM, 2009

Griffiths, Mark. “Video games and Health: Video gaming is safe for most players and can be useful in health care.” BMJ: British Medical Journal331.7509 (2005): 122

Allaire, Jason C., et al. “Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers.”Computers in Human Behavior 29.4 (2013): 1302-1306.

Padilla-Walker, Laura M., et al. “More than a just a game: video game and internet use during emerging adulthood.” Journal of Youth and Adolescence 39.2 (2010): 103-113.

Anand, Vivek. “A study of time management: The correlation between video game usage and academic performance markers.” CyberPsychology & Behavior 10.4 (2007): 552-559.

Desai, Rani A., et al. “Video-gaming among high school students: Health correlates, gender differences, and problematic gaming.” Pediatrics 126.6 (2010): e1414-e1424

Adachi, Paul JC, and Teena Willoughby. “More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.” Journal of youth and adolescence 42.7 (2013): 1041-1052.

Richards, Rosalina, et al. “Adolescent screen time and attachment to parents and peers.” Archives of pediatrics & adolescent medicine 164.3 (2010): 258-262

Lo, Shao-Kang, Chih-Chien Wang, and Wenchang Fang; also, “Physical interpersonal relationships and social anxiety among online game players.”CyberPsychology & Behavior 8.1 (2005): 15-20.

Coyne, Sarah M., et al. “Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes.” Journal of Adolescent Health 49.2 (2011): 160-165.

Kneer, Julia, and Sabine Glock. “Escaping in digital games: The relationship between playing motives and addictive tendencies in males.” Computers in Human Behavior 29.4 (2013): 1415-1420.

Hilgard, Joseph Benjamin, Christopher R. Engelhardt, and Bruce D. Bartholow. “Individual Differences in Motives, Preferences, and Pathology in Video Games.” Frontiers in Psychology: 0.

Przybylski, Andrew K., C. Scott Rigby, and Richard M. Ryan. “A motivational model of video game engagement.” Review of General Psychology 14.2 (2010): 154.

Przybylski, Andrew K., et al. “Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games.” CyberPsychology & Behavior 12.5 (2009): 485-492.

Stenseng, Frode, Jostein Rise, and Pål Kraft. “Activity engagement as escape from self: The role of self-suppression and self-expansion.” Leisure Sciences34.1 (2012): 19-38.

Stenseng, Frode, Jostein Rise, and Pål Kraft. “The dark side of leisure: Obsessive passion and its covariates and outcomes.” Leisure Studies 30.1 (2011): 49-62

Stenseng, Frode. “The two faces of leisure activity engagement: Harmonious and obsessive passion in relation to intrapersonal conflict and life domain outcomes.” Leisure Sciences 30.5 (2008): 465-481.

Granic, Isabela, Adam Lobel, and Rutger CME Engels. “The benefits of playing video games.” American Psychologist journal Vol. 69, No. 1, 66–78 (2014).

Dye, Matthew WG, C. Shawn Green, and Daphne Bavelier. “Increasing speed of processing with action video games.” Current Directions in Psychological Science 18.6 (2009): 321-326

Green, C. Shawn, Alexandre Pouget, and Daphne Bavelier. “Improved probabilistic inference as a general learning mechanism with action video games.” Current Biology 20.17 (2010): 1573-1579

Hubert‐Wallander, Bjorn, C. Shawn Green, and Daphne Bavelier. “Stretching the limits of visual attention: The case of action video games.” Wiley Interdisciplinary Reviews: Cognitive Science 2.2 (2011): 222-230

Bavelier, Daphne, et al. “Brain plasticity through the life span: Learning to learn and action video games.” Annual review of neuroscience 35 (2012): 391-416

Shawn Green, C., et al. “The effect of action video game experience on task-switching.” Computers in human behavior 28.3 (2012): 984-994

Mishra, Jyoti, et al. “Neural basis of superior performance of action videogame players in an attention-demanding task.” The Journal of Neuroscience 31.3 (2011): 992-998.

Steinkuehler, Constance, and Sean Duncan. “Scientific habits of mind in virtual worlds.” Journal of Science Education and Technology 17.6 (2008): 530-543

Chuang, Tsung-Yen, and Wei-Fan Chen. “Effect of computer-based video games on children: An experimental study.” Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL’07. The First IEEE International Workshop on. IEEE, 2007

Adachi, Paul JC, and Teena Willoughby. “More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.” Journal of youth and adolescence 42.7 (2013): 1041-1052.

Jackson, Linda A., Edward A. Witt, and Ivan Alexander Games. “Videogame Playing and Creativity: Findings from the Children and Technology Project.”NATIONAL SOCIAL SCIENCE PROCEEDINGS Volume 47 Seattle Summer Seminar, 2011

Jackson, Linda A. “The Upside of Videogame Playing.” GAMES FOR HEALTH: Research, Development, and Clinical Applications 1.6 (2012): 452-455.

A Consensus on the Brain Training Industry from the Scientific Community.” Berlin Max Planck Institute for Human Development and Stanford Center on Longevity. October 20, 2014. http://longevity3.stanford.edu/blog/2014/10/15/the-consensus-on-the-brain-training-industry-from-the-scientific-community/

Shute, Valerie, Matthew Ventura, and Fengfeng Ke. “The power of play: The effects of portal 2 and lumosity on cognitive and noncognitive skills.” Computers & Education (2014)

Whitlock, Laura A., Anne Collins McLaughlin, and Jason C. Allaire. “Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults.” Computers in Human Behavior 28.4 (2012): 1091-1096.

Przybylski, Andrew K., C. Scott Rigby, and Richard M. Ryan. “A motivational model of video game engagement.” Review of General Psychology 14.2 (2010): 154

Bateman, Christopher “Top Ten Emotions of Videogames – Results of the DGD2 Global SurveyOnly a Game (2008)

Ravaja, Niklas, et al. “The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.” DIGRA Conf.. 2005.

Olson, Cheryl K. “Children’s motivations for video game play in the context of normal development.” Review of General Psychology 14.2 (2010): 180

Ferguson, Christopher J., and Cheryl K. Olson. “Friends, fun, frustration and fantasy: Child motivations for video game play.” Motivation and Emotion 37.1 (2013): 154-164

Jansz, Jeroen. “The emotional appeal of violent video games for adolescent males.” Communication Theory 15.3 (2005): 219-241.

Gackenbach, Jayne, Beena Kuruvilla, and Raelyne Dopko. “Video game play and dream bizarreness.” Dreaming 19.4 (2009): 218

Gackenbach, Jayne. “Electronic media and lucid-control dreams: Morning after reports.” Dreaming 19.1 (2009): 1

Gackenbach, Jayne, and Beena Kuruvilla. “The relationship between video game play and threat simulation dreams.” Dreaming 18.4 (2008): 236

Gackenbach, Jayne. “Video game play and lucid dreams: Implications for the development of consciousness.” Dreaming 16.2 (2006): 96.

Ewoldsen, David R., et al. “Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.” Cyberpsychology, Behavior, and Social Networking 15.5 (2012): 277-280

Velez, John A., et al. “Ingroup versus outgroup conflict in the context of violent video game play: The effect of cooperation on increased helping and decreased aggression.” Communication Research (2012): 0093650212456202

Greitemeyer, Tobias, and Christopher Cox. “There’s no “I” in team: Effects of cooperative video games on cooperative behavior.” European Journal of Social Psychology 43.3 (2013): 224-228

Greitemeyer, Tobias. “Playing video games cooperatively increases empathic concern.” Social Psychology 44.6 (2013): 408;

Jerabeck, Jessica M., and Christopher J. Ferguson. “The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior.”Computers in Human Behavior 29.6 (2013): 2573-2578.

Ferguson, Christopher J., and Adolfo Garza. “Call of (civic) duty: Action games and civic behavior in a large sample of youth.” Computers in Human Behavior27.2 (2011): 770-775

Ducheneaut, Nicolas, and Robert J. Moore. “More than just ‘XP’: learning social skills in massively multiplayer online games.” Interactive Technology and Smart Education 2.2 (2005): 89-100

Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. “Leadership in multiplayer online gaming environments.” Simulation & Gaming 43.1 (2012): 133-149.

Hayes, Steven C., et al. “Measuring Experiential Avoidance: A Preliminary Test of a Working Model.” Psychological Record 54.4 (2004)

Kashdan, Todd B., et al. “Experiential avoidance as a generalized psychological vulnerability: Comparisons with coping and emotion regulation strategies.” Behaviour Research and Therapy 44.9 (2006): 1301-1320

Kanter, Jonathan W., David E. Baruch, and Scott T. Gaynor. “Acceptance and commitment therapy and behavioral activation for the treatment of depression: Description and comparison.” The Behavior Analyst 29.2 (2006): 161.

Most recently: Andrew K. Przybylski. Electronic Gaming and Psychosocial Adjustment. Pediatrics, August 4, 2014 DOI: 10.1542/peds.2013-4021

Hussain, Zaheer, and Mark D. Griffiths. “Excessive use of massively multi-player online role-playing games: A pilot study.” International Journal of Mental Health and Addiction 7.4 (2009): 563-571.

King, Daniel, and Paul Delfabbro. “MOTIVATIONAL DIFFERENCES IN PROBLEM VIDEO GAME PLAY.” Journal of CyberTherapy & Rehabilitation (JCR) 2.2 (2009).

McDonell-Parry, Amelia. “Incredibly Deep Life Lessons from Candy Crush Saga.” July 8, 2013. The Frisky.

Part Two: How to Be Gameful

Roepke, Ann Marie, Sara R. Jaffee, Olivia M. Riffle, Jane McGonigal, Rose Broome, Bez Maxwell. “Randomized Controlled Trial of SuperBetter, a Smartphone-based/Internet-based Self-Help Tool to Reduce Depressive Symptoms.” Games for Health. (forthcoming).

Roepke, Ann Marie. “Results of A Randomized Controlled Trial: The Effects of SuperBetter on Depression.” University of Pennsylvania. July 15, 2013.

Clinical Trial of a Rehabiliation Game – SuperBetter.” NIH-funded trial in collaboration with Ohio State University Medical Research Center.

Chapter Five: Challenge Yourself

Although players do report sometimes feeling frustration, anger and sadness during game play, they also report that the “pretend” context of game play creates a safe environment to practice controlling or changing these negative emotions. A good summary of this phenomenon is found in Granic, Isabela, Adam Lobel, and Rutger CME Engels. “The benefits of playing video games.” American Psychologist, Vol 69(1), Jan 2014, 66-78.

Harmison, Robert J. “Peak performance in sport: Identifying ideal performance states and developing athletes’ psychological skills.” (2011): 3.

Brooks, Alison Wood. “Get Excited: Reappraising Pre-Performance Anxiety as Excitement.” (2013). Journal of Experimental Psychology: General, Vol 143(3), Jun 2014, 1144-1158.

The seminal work on the subject of threat versus challenge mindset is Folkman, Susan, et al. “Dynamics of a stressful encounter: cognitive appraisal, coping, and encounter outcomes.” Journal of personality and social psychology50.5 (1986): 992.

Ryan, Richard M., C. Scott Rigby, and Andrew Przybylski. “The motivational pull of video games: A self-determination theory approach.Motivation and emotion 30.4 (2006): 344-360

Juul, Jesper. “Fear of failing? The many meanings of difficulty in video games.” The video game theory reader 2 (2009): 237-252.

This has been a particularly consistent finding in digital game research over the past 30 years, starting with McClure, Robert F., and F. Gary Mears. “Video game players: Personality characteristics and demographic variables.” Psychological Reports 55.1 (1984): 271-276. through Sherry, John L., et al. “Video game uses and gratifications as predictors of use and game preference.” Playing video games: Motives, responses, and consequences (2006): 213-224 and Lucas, Kristen, and John L. Sherry. “Sex differences in video game play: A communication-based explanation.” Communication Research 31.5 (2004): 499-523; also, Olson, Cheryl K. “Children’s motivations for video game play in the context of normal development.” Review of General Psychology 14.2 (2010): 180.

For an excellent overview of this research, see Drach-Zahavy, Anat, and Miriam Erez. “Challenge versus threat effects on the goal–performance relationship.” Organizational Behavior and Human Decision Processes 88.2 (2002): 667-682.

Troy, Allison S., et al. “Seeing the silver lining: cognitive reappraisal ability moderates the relationship between stress and depressive symptoms.”Emotion 10.6 (2010): 783.

Seijts, Gerard H., and Gary P. Latham. “Learning versus performance goals: When should each be used?.” The Academy of Management Executive 19.1 (2005): 124-131

Kingston, Kieran M., and Lew Hardy. “Effects of different types of goals on processes that support performance.” (1997).

Drach-Zahavy, Anat, and Miriam Erez. “Challenge versus threat effects on the goal–performance relationship.” Organizational Behavior and Human Decision Processes 88.2 (2002): 667-682.

Chapter Six: Power-Ups

Groves, Duncan A., and Verity J. Brown. “Vagal nerve stimulation: a review of its applications and potential mechanisms that mediate its clinical effects.”Neuroscience & Biobehavioral Reviews 29.3 (2005): 493-500.

Beginning with Porges, Stephen W. “Vagal tone: a physiologic marker of stress vulnerability.”Pediatrics 90.3 (1992): 498-504 through Carnevali, Luca, and Andrea Sgoifo. “Vagal modulation of resting heart rate in rats: the role of stress, psychosocial factors, and physical exercise.” Frontiers in physiology 5 (2014).

For a basic overview of respiratory sinus arrhythmia research, see Grossman, Paul, and Edwin W. Taylor. “Toward understanding respiratory sinus arrhythmia: relations to cardiac vagal tone, evolution and biobehavioral functions.” Biological psychology 74.2 (2007): 263-285.

Thayer, Julian F., and Richard D. Lane. “The role of vagal function in the risk for cardiovascular disease and mortality.” Biological psychology 74.2 (2007): 224-242; also, Schmidt, Georg, et al. “RESPIRATORY SINUS ARRHYTHMIA PREDICTS MORTALITY AFTER MYOCARDIAL INFARCTION.” Journal of the American College of Cardiology 63.12_S (2014); also Al Hazzouri, Adina Zeki, et al. “Reduced Heart Rate Variability Is Associated With Worse Cognitive Performance in Elderly Mexican Americans.”Hypertension 63.1 (2014): 181-187; also Licht, Carmilla MM, Eco JC de Geus, and Brenda WJH Penninx. “Dysregulation of the autonomic nervous system predicts the development of the metabolic syndrome.” The Journal of Clinical Endocrinology & Metabolism98.6 (2013): 2484-2493; also Bibevski, Steve, and Mark E. Dunlap. “Evidence for impaired vagus nerve activity in heart failure.” Heart failure reviews 16.2 (2011): 129-135; also THAYER, JULIAN F. “Vagal tone and the inflammatory reflex.” Cleveland Clinic Journal of Medicine 76.Suppl 2 (2009): S23-S26.

Wang, Zhenhong, Wei Lü, and Rongcai Qin. “Respiratory sinus arrhythmia is associated with trait positive affect and positive emotional expressivity.”Biological psychology 93.1 (2013): 190-196; also,Patriquin, Michelle A., et al. “Respiratory sinus arrhythmia: A marker for positive social functioning and receptive language skills in children with autism spectrum disorders.” Developmental Psychobiology 55.2 (2013): 101-112; also, Fagundes, Christopher P., et al. “Attachment style and respiratory sinus arrhythmia predict post‐treatment quality of life in breast cancer survivors.”PsychoOncology (2014); also,

Bylsma, Lauren M., et al. “Respiratory sinus arrhythmia reactivity in current and remitted major depressive disorder.” Psychosomatic medicine 76.1 (2014): 66-73; also, Sturgeon, John A., Ellen WanHeung Yeung, and Alex J. Zautra. “Respiratory Sinus Arrhythmia: a Marker of Resilience to Pain Induction.” International journal of behavioral medicine (2014): 1-5; also Friedman, Bruce H. “An autonomic flexibility–neurovisceral integration model of anxiety and cardiac vagal tone.” Biological psychology 74.2 (2007): 185-199.

Fredrickson, Barbara L. “Updated thinking on positivity ratios.” American Psychologist, Vol 68(9), Dec 2013, 814-822 (2013).

Chida, Yoichi, and Andrew Steptoe. “Positive psychological well-being and mortality: a quantitative review of prospective observational studies.Psychosomatic medicine 70.7 (2008): 741-756; also, Howell, Ryan T., Margaret L. Kern, and Sonja Lyubomirsky. “Health benefits: Meta-analytically determining the impact of well-being on objective health outcomes.” Health Psychology Review 1.1 (2007): 83-136

Diener, Ed, and Micaela Y. Chan. “Happy people live longer: Subjective well‐being contributes to health and longevity.” Applied Psychology: Health and WellBeing 3.1 (2011): 1-43; also, Boehm, Julia K., and Laura D. Kubzansky. “The heart’s content: the association between positive psychological well-being and cardiovascular health.” Psychological bulletin 138.4 (2012): 655; also, Cohen, Sheldon, et al. “Positive emotional style predicts resistance to illness after experimental exposure to rhinovirus or influenza A virus.” Psychosomatic Medicine 68.6 (2006): 809-815.

How positive emotions build physical health perceived positive social connections account for the upward spiral between positive emotions and vagal tone.” Psychological science 24.7 (2013): 1123-1132; also, Kok, Bethany E., and Barbara L. Fredrickson. “Upward spirals of the heart: Autonomic flexibility, as indexed by vagal tone, reciprocally and prospectively predicts positive emotions and social connectedness.” Biological psychology85.3 (2010): 432-436.

Fredrickson, Barbara L. “The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions.” American psychologist56.3 (2001): 218.

Fredrickson, Barbara. Positivity: Top-notch research reveals the 3 to 1 ratio that will change your life. Random House LLC, 2009.

Gottman, John Mordechai. What predicts divorce?: The relationship between marital processes and marital outcomes. Psychology Press, 2014.

Schwartz, Robert M., et al. “Optimal and normal affect balance in psychotherapy of major depression: Evaluation of the balanced states of mind model.” Behavioural and Cognitive Psychotherapy 30.04 (2002): 439-450.

Rego, Arménio, et al. “Optimism predicting employees’ creativity: The mediating role of positive affect and the positivity ratio.” European Journal of Work and Organizational Psychology 21.2 (2012): 244-270.

Shrira, Amit, et al. “The positivity ratio and functioning under stress.” Stress and Health 27.4 (2011): 265-271.

Mather, Mara, and Laura L. Carstensen. “Aging and motivated cognition: The positivity effect in attention and memory.” Trends in cognitive sciences 9.10 (2005): 496-502; also, Meeks, Suzanne, et al. “Positivity and well-being among community-residing elders and nursing home residents: what is the optimal affect balance?.” The Journals of Gerontology Series B: Psychological Sciences and Social Sciences 67.4 (2012): 460-467.

Diener, Ed, Ed Sandvik, and William Pavot. “Happiness is the frequency, not the intensity, of positive versus negative affect.” Subjective well-being: An interdisciplinary perspective 21 (1991): 119-139.

Cryan, John F., and Timothy G. Dinan. “Mind-altering microorganisms: the impact of the gut microbiota on brain and behaviour.” Nature Reviews Neuroscience 13.10 (2012): 701-712.

Curtis, Brian M., and James H. O’Keefe Jr. “Autonomic tone as a cardiovascular risk factor: the dangers of chronic fight or flight.” Mayo Clinic Proceedings. Vol. 77. No. 1. Elsevier, 2002.

Gruber, June, et al. “Risk for mania and positive emotional responding: too much of a good thing?.” Emotion 8.1 (2008): 23.

Grant, Adam M., and Barry Schwartz. “Too Much of a Good Thing The Challenge and Opportunity of the Inverted U.” Perspectives on Psychological Science 6.1 (2011): 61-76.

Suess, Patricia E., Stephen W. Porges, and Dana J. Plude. “Cardiac vagal tone and sustained attention in school‐age children.”  Psychophysiology 31.1 (1994): 17-22; also, Katz, Lynn Fainsilber, and John M. Gottman. “Vagal tone protects children from marital conflict.” Development and Psychopathology 7.01 (1995): 83-92, also, Donzella, Bonny, et al. “Cortisol and vagal tone responses to competitive challenge in preschoolers: Associations with temperament.” Developmental psychobiology 37.4 (2000): 209-220.

Chapter Seven: Bad Guys

Kennelly, Stacey. “When Guilt Stops Gratitude.” Greater Good: The Science of a Meaningful Life. January 14, 2014.

Kashdan, Todd B., and Jonathan Rottenberg. “Psychological flexibility as a fundamental aspect of health.” Clinical psychology review 30.7 (2010): 865-878.

Kashdan, Todd B., and Jennifer Q. Kane. “Post-traumatic distress and the presence of post-traumatic growth and meaning in life: experiential avoidance as a moderator.” Personality and individual differences 50.1 (2011): 84-89; also, Orcutt, Holly K., Scott M. Pickett, and E. Brooke Pope. “Experiential avoidance and forgiveness as mediators in the relation between traumatic interpersonal events and posttraumatic stress disorder symptoms.” Journal of Social and Clinical Psychology 24.7 (2005): 1003-1029.

Hayes, Steven C., et al. “Acceptance and commitment therapy: Model, processes and outcomes.” Behaviour research and therapy 44.1 (2006): 1-25; also, Chawla, Neharika, and Brian Ostafin. “Experiential avoidance as a functional dimensional approach to psychopathology: An empirical review.” Journal of Clinical Psychology 63.9 (2007): 871-890; also, Bond, Frank W., and David Bunce. “The role of acceptance and job control in mental health, job satisfaction, and work performance.” Journal of applied psychology 88.6 (2003): 1057; Butler, Jodie, and Joseph Ciarrochi. “Psychological acceptance and quality of life in the elderly.” Quality of Life Research 16.4 (2007): 607-615.

Fledderus, Martine, Ernst T. Bohlmeijer, and Marcel E. Pieterse. “Does experiential avoidance mediate the effects of maladaptive coping styles on psychopathology and mental health?.” Behavior modification (2010); also Kashdan, Todd B., et al. “Experiential avoidance as a generalized psychological vulnerability: Comparisons with coping and emotion regulation strategies.” Behaviour research and therapy 44.9 (2006): 1301-1320.

Chapman, Alexander L., Matthew W. Specht, and Tony Cellucci. “Borderline Personality Disorder and Deliberate Self‐Harm: Does Experiential Avoidance Play a Role?.” Suicide and Life-Threatening Behavior 35.4 (2005): 388-399; also, Orcutt, Holly K., Scott M. Pickett, and E. Brooke Pope. “Experiential avoidance and forgiveness as mediators in the relation between traumatic interpersonal events and posttraumatic stress disorder symptoms.” Journal of Social and Clinical Psychology 24.7 (2005): 1003-1029; also, Chawla, Neharika, and Brian Ostafin. “Experiential avoidance as a functional dimensional approach to psychopathology: An empirical review.” Journal of Clinical Psychology 63.9 (2007): 871-890; also, Kashdan, Todd B., Nexhmedin Morina, and Stefan Priebe. “Post-traumatic stress disorder, social anxiety disorder, and depression in survivors of the Kosovo War: Experiential avoidance as a contributor to distress and quality of life.” Journal of anxiety disorders 23.2 (2009): 185-196; also, Boeschen, Laura E., et al. “Experiential avoidance and post-traumatic stress disorder: A cognitive mediational model of rape recovery.” Journal of Aggression, Maltreatment & Trauma 4.2 (2001): 211-245; Tull, Matthew T., and Kim L. Gratz. “Further examination of the relationship between anxiety sensitivity and depression: The mediating role of experiential avoidance and difficulties engaging in goal-directed behavior when distressed.Journal of Anxiety Disorders 22.2 (2008): 199-210.

Thompson, Brian L., and Jennifer Waltz. “Mindfulness and experiential avoidance as predictors of posttraumatic stress disorder avoidance symptom severity.” Journal of anxiety disorders 24.4 (2010): 409-415.

Fritz, Julie M., Steven Z. George, and Anthony Delitto. “The role of fear-avoidance beliefs in acute low back pain: relationships with current and future disability and work status.” Pain 94.1 (2001): 7-15; also, Waddell, Gordon, et al. “A Fear-Avoidance Beliefs Questionnaire (FABQ) and the role of fear-avoidance beliefs in chronic low back pain and disability.” Pain52.2 (1993): 157-168; Leeuw, Maaike, et al. “The fear-avoidance model of musculoskeletal pain: current state of scientific evidence.” Journal of behavioral medicine 30.1 (2007): 77-94; also, Woby, Steve R., et al. “Are changes in fear‐avoidance beliefs, catastrophizing, and appraisals of control, predictive of changes in chronic low back pain and disability?.” European Journal of Pain 8.3 (2004): 201-210.

Lorimer Moseley, G. “A new direction for the fear avoidance model?.” Pain 152.11 (2011): 2447-2448.

Rodero, Baltasar, et al. “Relationship between behavioural coping strategies and acceptance in patients with fibromyalgia syndrome: Elucidating targets of interventions.” BMC musculoskeletal disorders 12.1 (2011): 143; also, McCracken, Lance M., and Edmund Keogh. “Acceptance, mindfulness, and values-based action may counteract fear and avoidance of emotions in chronic pain: an analysis of anxiety sensitivity.” The Journal of Pain 10.4 (2009): 408-415; Wicksell, Rikard K., et al. “Avoidance and cognitive fusion–central components in pain related disability? Development and preliminary validation of the Psychological Inflexibility in Pain Scale (PIPS).” European Journal of Pain 12.4 (2008): 491-500; also, Ljótsson, Brjánn, et al. “Exposure and mindfulness based therapy for irritable bowel syndrome–an open pilot study.” Journal of behavior therapy and experimental psychiatry 41.3 (2010): 185-190; also, Ljótsson, Brjánn, et al. “Exposure and mindfulness based therapy for irritable bowel syndrome–an open pilot study.” Journal of behavior therapy and experimental psychiatry 41.3 (2010): 185-190; Martin, Paul R., and Colin MacLeod. “Behavioral management of headache triggers: Avoidance of triggers is an inadequate strategy.” Clinical psychology review 29.6 (2009): 483-495; also, Chiros, Christine, and William H. O’Brien. “Acceptance, appraisals, and coping in relation to migraine headache: an evaluation of interrelationships using daily diary methods.” Journal of behavioral medicine 34.4 (2011): 307-320.

Steven C. Hayes, University of Nevada, Reno, Kirk Strosahl, Mountainview Consulting Group, Kelly G. Wilson, University of Mississippi, Richard T. Bissett, University of Nevada, Reno, Jacqueline Pistorello, Dosheen T. Cook, University of Nevada, Reno, Melissa A. Polusny, Minneapolis VA Medical Center, Thane A. Dykstra, Trinity Services, Sonja V. Batten, Yale University School of Medicine, Sherry H. Stewart, Dalhousie University, Michael J. Zvolensky, University of Vermont, George H. Eifert, Chapman University, Frank W. Bond, Goldsmiths College, University of London, John P. Forsyth and Maria Karekla, University of Albany, State University of New York, Susan M. McCurry, University of Washington; also, Hayes, S. C., Strosahl, K. D., Wilson, K. G., Bissett, R. T., Pistorello, J., Toarmino, D., et al. (2004). “Measuring experiential avoidance: A preliminary test of a working model.” The Psychological Record, 54, 553-578.

The Chicago-based mindfulness training center Integrative Health Partners has several different psychology flexibility measures you can review online at http://integrativehealthpartners.org/downloads/ACTmeasures.pdf, including a 49-question inventory.

Chapter Eight: Quests

Hung, Iris W., and Aparna A. Labroo. “From firm muscles to firm willpower: Understanding the role of embodied cognition in self-regulation.” Journal of Consumer Research 37.6 (2011): 1046-1064.

Vann, Barbara, and Neil Alperstein. “Dream sharing as social interaction.Dreaming 10.2 (2000): 111; Wax, Murray L. “Dream sharing as social practice.” Dreaming 14.2-3 (2004): 83; Curci, Antonietta, and Bernard Rimé. “Dreams, emotions, and social sharing of dreams.” Cognition and Emotion 22.1 (2008): 155-167; Schredl, Michael, and Joelle Alexandra Schawinski. “Frequency of dream sharing: The effects of gender and personality.” American Journal of Psychology 123.1 (2010): 93-101.

Weitzberg, Eddie, and Jon ON Lundberg. “Humming greatly increases nasal nitric oxide.” American journal of respiratory and critical care medicine 166.2 (2002): 144-145; Maniscalco, M., et al. “Assessment of nasal and sinus nitric oxide output using single-breath humming exhalations.” European Respiratory Journal 22.2 (2003): 323-329.

Damisch, Lysann, Barbara Stoberock, and Thomas Mussweiler. “Keep your fingers crossed! How superstition improves performance.” Psychological Science 21.7 (2010): 1014-1020.

Muraven, Mark, and Roy F. Baumeister. “Self-regulation and depletion of limited resources: Does self-control resemble a muscle?.” Psychological bulletin 126.2 (2000): 247.

Hayes, Steven C., and Kirk D. Strosahl, eds. A practical guide to acceptance and commitment therapy. Springer, 2004.

Hayes, Steven C., et al. “Acceptance and commitment therapy: Model, processes and outcomes.” Behaviour research and therapy 44.1 (2006): 1-25; also McCracken, Lance M. “Committed action: An application of the psychological flexibility model to activity patterns in chronic pain.” The Journal of Pain 14.8 (2013): 828-835.

Zimmerman, B., and D. H. Schunk. “Competence and control beliefs: Distinguishing the means and ends.” Handbook of educational psychology(2006): 349-367; Magaletta, Philip R., and J. M. Oliver. “The hope construct, will, and ways: Their relations with self‐efficacy, optimism, and general well‐being.” Journal of clinical psychology 55.5 (1999): 539-551; also, Carifio, James, and Lauren Rhodes. “Construct validities and the empirical relationships between optimism, hope, self-efficacy, and locus of control.” Work: A Journal of Prevention, Assessment and Rehabilitation 19.2 (2002): 125-136; also, Robinson, Cecil, and Karla Snipes. “Hope, optimism and self-efficacy: A system of competence and control.” Multiple Linear Regression Viewpoints 35.2 (2009): 16-26.

Snyder, C. Richard, ed. Handbook of hope: Theory, measures, and applications. Academic press, 2000.

Lyubomirsky, Sonja, Laura King, and Ed Diener. “The benefits of frequent positive affect: does happiness lead to success?” Psychological bulletin 131.6 (2005): 803.

Bandura, Albert. “Self-efficacy: toward a unifying theory of behavioral change.”Psychological review 84.2 (1977): 191.

The idea of values-driven, or ‘committed” action is first described in Hayes SC, Strosahl KD, & Wilson KG (1999). Acceptance and Commitment Therapy. An experiential approach to behavior change. New York: Guilford. For a summary of studies of its effectiveness, see Ruiz, Francisco J. “A review of Acceptance and Commitment Therapy (ACT) empirical evidence: Correlational, experimental psychopathology, component and outcome studies.” International Journal of Psychology and Psychological Therapy 10.1 (2010): 125-162.

Wilson, Kelly G., et al. “The Valued Living Questionnaire: Defining and measuring valued action within a behavioral framework.” The Psychological Record 60.2 (2011): 4.

Harris, Russ. ACT made simple: An easy-to-read primer on acceptance and commitment therapy. New Harbinger Publications, 2009. (If you’re interested in trying more exercises to explore your values, you can also check out Dr. Harris’ website, www.thehappinesstrap.com).

Harris, Russ. The happiness trap: Stop struggling, start living. Exisle Publishing, 2007.

Deci, Edward L., Richard Koestner, and Richard M. Ryan. “A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.” Psychological bulletin 125.6 (1999): 627.

Werle, Carolina OC, Brian Wansink, and Collin R. Payne. “Is it fun or exercise? The framing of physical activity biases subsequent snacking.” Marketing Letters (2014): 1-12.

Chapter Nine: Allies

2014 Global Games Market Report.” NewZoo Games Market Research. May 2014.

Although there are no global stats on general leisure time (whereas there are global stats for videogame play; see the above reference) we can make educated guesses that non-digital play consumes at least as many social hours from national time use surveys that also track card games, board games and sports, such as the 2014 American Time Use Survey by the Bureau of Labor Statistics. Other national time use surveys are collected by the United Nations here: http://unstats.un.org/unsd/demographic/sconcerns/tuse/

Birmingham, Wendy, et al. “Social ties and cardiovascular function: An examination of relationship positivity and negativity during stress.” International Journal of Psychophysiology 74.2 (2009): 114-119; also, Cohen, Sheldon, and Thomas A. Wills. “Stress, social support, and the buffering hypothesis.” Psychological bulletin 98.2 (1985): 310; also, Umberson, Debra, and Jennifer Karas Montez. “Social Relationships and Health A Flashpoint for Health Policy.” Journal of Health and Social Behavior51.1 suppl (2010): S54-S66; also, Schwarzer, Ralf, and Anja Leppin. “Social support and health: A theoretical and empirical overview.” Journal of social and personal relationships 8.1 (1991): 99-127.

Holt-Lunstad, Julianne, Timothy B. Smith, and J. Bradley Layton. “Social relationships and mortality risk: a meta-analytic review.PLoS medicine 7.7 (2010): e1000316.

These are the two most common items on scientific measures of perceived social support, such as the Multidimensional Scale of Perceived Social Support (MSPSS), the Social Support Network Inventory (SSNI), and Brief Measure of Social Support (BMSS), and the Social Support Questionnaire (SSQ). Zimet, Gregory D., et al. “The multidimensional scale of perceived social support.” Journal of personality assessment 52.1 (1988): 30-41; Flaherty, Joseph A., F. Moises Gaviria, and Dev S. Pathak. “The measurement of social support: The social support network inventory.” Comprehensive Psychiatry 24.6 (1983): 521-529; Sarason, Irwin G., et al. “A brief measure of social support: Practical and theoretical implications.” Journal of social and personal relationships 4.4 (1987): 497-510; Sarason, Irwin G., et al. “Assessing social support: the social support questionnaire.” Journal of personality and social psychology 44.1 (1983): 127.

Six Weeks of SuperBetter.” November 18, 2011. On the Media. 

Goldman, Alex “The SuperBetter Diaries.” On the Media blog.

Holt-Lunstad, Julianne, Wendy A. Birmingham, and Kathleen C. Light. “Influence of a “warm touch” support enhancement intervention among married couples on ambulatory blood pressure, oxytocin, alpha amylase, and cortisol.” Psychosomatic Medicine 70.9 (2008): 976-985; Woods, Diana Lynn, and Margaret Dimond. “The effect of therapeutic touch on agitated behavior and cortisol in persons with Alzheimer’s disease.” Biological research for nursing 4.2 (2002): 104-114; Feldman, Ruth, Magi Singer, and Orna Zagoory. “Touch attenuates infants’ physiological reactivity to stress.” Developmental Science 13.2 (2010): 271-278; Lin, Yu-Shen, and Ann Gill Taylor. “Effects of therapeutic touch in reducing pain and anxiety in an elderly population.” Integrative Medicine 1.4 (1998): 155-162; Field, Tiffany, et al. “Cortisol decreases and serotonin and dopamine increase following massage therapy.” International Journal of Neuroscience 115.10 (2005): 1397-1413; Field, Tiffany, et al. “Brief report: autistic children’s attentiveness and responsivity improve after touch therapy.Journal of Autism and Developmental Disorders 27.3 (1997): 333-338. Henricson, Maria, et al. “The outcome of tactile touch on oxytocin in intensive care patients: a randomised controlled trial.Journal of clinical nursing 17.19 (2008): 2624-2633; Hertenstein, Matthew J., et al. “Touch communicates distinct emotions.Emotion 6.3 (2006): 528; Kraus, Michael W., Cassey Huang, and Dacher Keltner. “Tactile communication, cooperation, and performance: An ethological study of the NBA.” Emotion 10.5 (2010): 745.

Barrera Jr, Manuel. “Distinctions between social support concepts, measures, and models.American journal of community psychology 14.4 (1986): 413-445; Cohen, Sheldon. “Social relationships and health.” American psychologist 59.8 (2004): 676.

Martire, Lynn M., et al. “Is it beneficial to involve a family member? a meta-analysis of psychosocial interventions for chronic illness.Health psychology 23.6 (2004): 599.

[McPherson, Miller, Lynn Smith-Lovin, and Matthew E. Brashears. “Social isolation in America: Changes in core discussion networks over two decades.American Sociological Review 71.3 (2006): 353-375.

Chapter Ten: Secret Identities

I recommend the following online name generators: http://www.seventhsanctum.com/index-name.php, http://fantasynamegenerators.com/, as well as the helpful article: “Tricks and Tips for Naming Superheroes and Supervillians” at http://www.springhole.net/writing/naming-superheroes-and-supervillains.htm

Linley, P. Alex, et al. “Using signature strengths in pursuit of goals: Effects on goal progress, need satisfaction, and well-being, and implications for coaching psychologists.” International Coaching Psychology Review 5.1 (2010): 6-15.

Seligman, Martin EP, et al. “Positive psychology progress: empirical validation of interventions.” American psychologist 60.5 (2005): 410.

Proctor, Carmel, John Maltby, and P. Alex Linley. “Strengths use as a predictor of well-being and health-related quality of life.” Journal of Happiness Studies 12.1 (2011): 153-169.

Peterson, Christopher, Nansook Park, and Martin EP Seligman. “Greater strengths of character and recovery from illness.” The Journal of Positive Psychology 1.1 (2006): 17-26.

Find a list of 340 Ways to Use Signature Strengths online, for free, at http://tayyabrashid.com/pdf/via_strengths.pdf

Kross, Ethan, and Ozlem Ayduk. “Making meaning out of negative experiences by self-distancing.” Current Directions in Psychological Science 20.3 (2011): 187-191.

Kross, Ethan, et al. “Self-talk as a regulatory mechanism: How you do it matters.” Journal of personality and social psychology 106.2 (2014): 304.

Fujita, Kentaro, et al. “Construal levels and self-control.” Journal of personality and social psychology 90.3 (2006): 351; also, Kober, Hedy, et al. “Prefrontal–striatal pathway underlies cognitive regulation of craving.” Proceedings of the National Academy of Sciences 107.33 (2010): 14811-14816; also, Mischel, Walter, and Monica L. Rodriguez. “Psychological distance in selfimposed delay of gratification.” The development and meaning of psychological distance (1993): 109-121.

Ayduk, Özlem, and Ethan Kross. “From a distance: implications of spontaneous self-distancing for adaptive self-reflection.” Journal of personality and social psychology 98.5 (2010): 809.K

Hayes, Steven C., et al. “Acceptance and commitment therapy: Model, processes and outcomes.” Behaviour research and therapy 44.1 (2006): 1-25; also, Teasdale, John D., et al. “Metacognitive awareness and prevention of relapse in depression: empirical evidence.” Journal of consulting and clinical psychology 70.2 (2002): 275.

Abernathy, Barbara E. “Who am I now? Helping trauma clients find meaning, wisdom, and a renewed sense of self.” Compelling counseling interventions: Celebrating VISTAS’fifth anniversary. Ann Arbor, MI: Counseling Outfitters(2008).

Pals, Jennifer L., and Dan P. McAdams. “The transformed self: A narrative understanding of posttraumatic growth.” Psychological Inquiry (2004): 65-69; King, Laura A., et al. “Stories of life transition: Subjective well-being and ego development in parents of children with Down syndrome.” Journal of Research in Personality 34.4 (2000): 509-536; Bauer, Jack J., Dan P. McAdams, and Jennifer L. Pals. “Narrative identity and eudaimonic well-being.” Journal of Happiness Studies 9.1 (2008): 81-104.

Chapter Eleven: Epic Wins

Helgeson, Vicki S., Kerry A. Reynolds, and Patricia L. Tomich. “A meta-analytic review of benefit finding and growth.” Journal of consulting and clinical psychology 74.5 (2006): 797.

Bower, Julienne E., et al. “Benefit finding and physical health: Positive psychological changes and enhanced allostasis.” Social and Personality Psychology Compass 2.1 (2008): 223-244; Cruess, Dean G., et al. “Cognitive-behavioral stress management reduces serum cortisol by enhancing benefit finding among women being treated for early stage breast cancer.” Psychosomatic Medicine 62.3 (2000): 304-308; Antoni, Michael H., et al. “Cognitive-behavioral stress management intervention decreases the prevalence of depression and enhances benefit finding among women under treatment for early-stage breast cancer.” Health Psychology 20.1 (2001): 20; Katz, Roger C., et al. “The psychosocial impact of cancer and lupus: a cross validation study that extends the generality of “benefit-finding” in patients with chronic disease.” Journal of Behavioral Medicine 24.6 (2001): 561-571; also, Carver, Charles S., and Michael H. Antoni. “Finding benefit in breast cancer during the year after diagnosis predicts better adjustment 5 to 8 years after diagnosis.” Health psychology 23.6 (2004): 595; Danoff-Burg, Sharon, and Tracey A. Revenson. “Benefit-finding among patients with rheumatoid arthritis: Positive effects on interpersonal relationships.” Journal of Behavioral Medicine 28.1 (2005): 91-103; Garland, Eric L., Susan A. Gaylord, and Barbara L. Fredrickson. “Positive reappraisal mediates the stress-reductive effects of mindfulness: An upward spiral process.” Mindfulness 2.1 (2011): 59-67.

Sheldon, Kennon M., and Linda Houser-Marko. “Self-concordance, goal attainment, and the pursuit of happiness: Can there be an upward spiral?.”Journal of personality and social psychology 80.1 (2001): 152.

McLean, Kate C., and Michael W. Pratt. “Life’s little (and big) lessons: identity statuses and meaning-making in the turning point narratives of emerging adults.” Developmental psychology 42.4 (2006): 714; also, Bauer, Jack J., Dan P. McAdams, and April R. Sakaeda. “Interpreting the good life: growth memories in the lives of mature, happy people.” Journal of personality and social psychology 88.1 (2005): 203; also,

Duggan, Colette Hillebrand, and Marcel Dijkers. “Quality of life—Peaks and valleys: A qualitative analysis of the narratives of persons with spinal cord injuries.” Canadian Journal of Rehabilitation (1999); McIntosh, James, and Neil McKeganey. “Addicts’ narratives of recovery from drug use: constructing a non-addict identity.” Social Science & Medicine 50.10 (2000): 1501-1510; Harney, M. R. E. G. K. P. A. “In the aftermath of sexual abuse: Making and remaking meaning in narratives of trauma and recovery.” Narrative Inquiry 10.2 (2001): 291-311; Woodward, Clare, and Stephen Joseph. “Positive change processes and post‐traumatic growth in people who have experienced childhood abuse: Understanding vehicles of change.” Psychology and Psychotherapy: Theory, Research and Practice 76.3 (2003): 267-283; Bauer, Jack J., Dan P. McAdams, and Jennifer L. Pals. “Narrative identity and eudaimonic well-being.” Journal of Happiness Studies 9.1 (2008): 81-104; Maitlis, Sally. “Who am I now? Sensemaking and identity in posttraumatic growth.” Exploring positive identities and organizations: Building a theoretical and research foundation (2009): 47-76;

Nestler, Eric J., and William A. Carlezon Jr. “The mesolimbic dopamine reward circuit in depression.” Biological psychiatry 59.12 (2006): 1151-1159; also, Smoski, Moria J., et al. “fMRI of alterations in reward selection, anticipation, and feedback in major depressive disorder.” Journal of affective disorders118.1 (2009): 69-78; also, Powell, Jane H., et al. “Motivational deficits after brain injury: effects of bromocriptine in 11 patients.” Journal of Neurology, Neurosurgery & Psychiatry60.4 (1996): 416-421.

Sheldon, Kennon M., and Andrew J. Elliot. “Goal striving, need satisfaction, and longitudinal well-being: the self-concordance model.” Journal of personality and social psychology 76.3 (1999): 482.

Brosse, Alisha L., et al. “Exercise and the treatment of clinical depression in adults.” Sports medicine 32.12 (2002): 741-760; Dunn, Andrea L., et al. “Exercise treatment for depression: efficacy and dose response.” American journal of preventive medicine 28.1 (2005): 1-8; Brosse, Alisha L., et al. “Exercise and the treatment of clinical depression in adults.” Sports medicine 32.12 (2002): 741-760; Byrne, A., and D. G. Byrne. “The effect of exercise on depression, anxiety and other mood states: a review.” Journal of psychosomatic research 37.6 (1993): 565-574.

Koltyn, KELLI F., et al. “Perception of pain following aerobic exercise.” Medicine and science in sports and exercise 28.11 (1996): 1418-1421; Nichols, Deborah S., and Terri M. Glenn. “Effects of aerobic exercise on pain perception, affect, and level of disability in individuals with fibromyalgia.”Physical Therapy 74.4 (1994): 327-332; Koltyn, K. F., and R. W. Arbogast. “Perception of pain after resistance exercise.” British journal of sports medicine 32.1 (1998): 20-24; Hoffman, Martin D., et al. “Experimentally induced pain perception is acutely reduced by aerobic exercise in people with chronic low back pain.” J Rehabil Res Dev 42.2 (2005): 183-190; Kuphal, Karen E., Eugene E. Fibuch, and Bradley K. Taylor. “Extended swimming exercise reduces inflammatory and peripheral neuropathic pain in rodents.” The Journal of Pain 8.12 (2007): 989-997.

Locke, Edwin A., and Gary P. Latham. “Building a practically useful theory of goal setting and task motivation: A 35-year odyssey.” American psychologist 57.9 (2002): 705.

Locke, Edwin A., and Gary P. Latham. “New directions in goal-setting theory.”Current directions in psychological science 15.5 (2006): 265-268.

Deci, Edward L., and Richard M. Ryan. “Self-determination theory: A macrotheory of human motivation, development, and health.” Canadian Psychology/Psychologie canadienne 49.3 (2008): 182.

Chapter Twelve: Keeping Score

CP Stack, Baseball Magazine, 1914, quoted in “The Joy of Keeping Score” by Paul Dickson. The Joy of Keeping Score. New York: Walker Books, 2009.

Lethem, J., et al. “Outline of a fear-avoidance model of exaggerated pain perception—I.” Behaviour research and therapy 21.4 (1983): 401-408; Crombez, Geert, et al. “Pain-related fear is more disabling than pain itself: evidence on the role of pain-related fear in chronic back pain disability.” Pain80.1 (1999): 329-339; Petrovic, P., et al. “Pain-related cerebral activation is altered by a distracting cognitive task.” Pain 85.1 (2000): 19-30.

Carse, James. Finite and infinite games: a Vision of Life as Play and Possibility. Simon and Schuster, 2011. (first published 1986)

Moore, Steven C., et al. “Leisure time physical activity of moderate to vigorous intensity and mortality: a large pooled cohort analysis.” PLoS medicine 9.11 (2012): e1001335

Pantell, Matthew, et al. “Social isolation: a predictor of mortality comparable to traditional clinical risk factors.” American journal of public health 103.11 (2013): 2056-2062.

Danner, Deborah D., David A. Snowdon, and Wallace V. Friesen. “Positive emotions in early life and longevity: findings from the nun study.” Journal of personality and social psychology 80.5 (2001): 804.

Xu, Jingping, and Robert E. Roberts. “The power of positive emotions: It’s a matter of life or death—Subjective well-being and longevity over 28 years in a general population.” Health Psychology 29.1 (2010): 9; Diener, Ed, and Micaela Y. Chan. “Happy people live longer: Subjective well‐being contributes to health and longevity.” Applied Psychology: Health and WellBeing 3.1 (2011): 1-43; Chida, Yoichi, and Andrew Steptoe. “Positive psychological well-being and mortality: a quantitative review of prospective observational studies.” Psychosomatic medicine 70.7 (2008): 741-756; Koopmans, Teije A., et al. “Effects of happiness on all-cause mortality during 15 years of follow-up: The Arnhem Elderly Study.” Journal of Happiness Studies 11.1 (2010): 113-124; Shirai, Kokoro, et al. “Perceived Level of Life Enjoyment and Risks of Cardiovascular Disease Incidence and Mortality The Japan Public Health Center–Based Study.” Circulation 120.11 (2009): 956-963.

Part Three: Adventures

Adventure #1: Love Connection

Reivich, Karen J., Martin EP Seligman, and Sharon McBride. “Master resilience training in the US Army.” American Psychologist 66.1 (2011): 25; also, Gable, Shelly L., Gian C. Gonzaga, and Amy Strachman. “Will you be there for me when things go right? Supportive responses to positive event disclosures.” Journal of personality and social psychology 91.5 (2006): 904.

Gable, Shelly L., et al. “What do you do when things go right? The intrapersonal and interpersonal benefits of sharing positive events.” Journal of personality and social psychology 87.2 (2004): 228; also, Reis, Harry T., et al. “Are you happy for me? How sharing positive events with others provides personal and interpersonal benefits.” Journal of personality and social psychology 99.2 (2010): 311; also, Gable, Shelly L., Gian C. Gonzaga, and Amy Strachman. “Will you be there for me when things go right? Supportive responses to positive event disclosures.” Journal of personality and social psychology 91.5 (2006): 904; also, Maisel, Natalya C., Shelly L. Gable, and Amy Strachman. “Responsive behaviors in good times and in bad.” Personal Relationships 15.3 (2008): 317-338; also, Gable, Shelly L., and Harry T. Reis. “Good news! Capitalizing on positive events in an interpersonal context.” Advances in experimental social psychology 42 (2010): 195-257; also, Ilies, Remus, Jessica Keeney, and Brent A. Scott. “Work–family interpersonal capitalization: Sharing positive work events at home.” Organizational Behavior and Human Decision Processes 114.2 (2011): 115-126; Smith, Shannon M. Wow! That’s great!”: correlates of and variability in responding enthusiastically. Diss. University of Rochester, 2012.

Wood, Alex M., Jeffrey J. Froh, and Adam WA Geraghty. “Gratitude and well-being: A review and theoretical integration.” Clinical psychology review 30.7 (2010): 890-905; also, Wood, Alex M., et al. “The role of gratitude in the development of social support, stress, and depression: Two longitudinal studies.” Journal of Research in Personality 42.4 (2008): 854-871; also, Emmons, Robert A., and Anjali Mishra. “Why gratitude enhances well-being: What we know, what we need to know.” Designing positive psychology: Taking stock and moving forward (2011): 248-262.

Lambert, Nathaniel M., et al. “Benefits of Expressing Gratitude Expressing Gratitude to a Partner Changes One’s View of the Relationship.” Psychological Science (2010); also, Sheldon, Kennon M., and Sonja Lyubomirsky. “How to increase and sustain positive emotion: The effects of expressing gratitude and visualizing best possible selves.” The Journal of Positive Psychology 1.2 (2006): 73-82.

Emmons, Robert A. “Gratitude, subjective well-being, and the brain.” The science of subjective well-being (2008): 469-489; also, Algoe, Sara B., and Jonathan Haidt. “Witnessing excellence in action: The ‘other-praising’emotions of elevation, gratitude, and admiration.” The journal of positive psychology 4.2 (2009): 105-127; also, Algoe, Sara B., Jonathan Haidt, and Shelly L. Gable. “Beyond reciprocity: gratitude and relationships in everyday life.” Emotion 8.3 (2008): 425.

Dr. Kelly McGonigal and I created the three-part thank-you as part of a special SuperBetter collaboration with the Oprah Winfrey Network: “Oprah’s Thank You Game”. You can find out more at http://kellymcgonigal.com/tag/gratitude/

I learned this practice directly from Dr. Biswas-Diener at his Strengths Intervention for Work and Relationships Workshop at the 2nd World Congress on Positive Psychology, held in Phildadelphia, June 2011. Another resource for strengths-spotting techniques is his manual for psychology coaching: Biswas-Diener, Robert. Practicing positive psychology coaching: Assessment, activities and strategies for success. John Wiley & Sons, 2010. See also: Niemiec, Ryan M. “VIA character strengths: Research and practice (The first 10 years).” Well-Being and Cultures. Springer Netherlands, 2013. 11-29; Gordon, Sandy, and Daniel F. Gucciardi. “A strengths-based approach to coaching mental toughness.” Journal of sport psychology in action 2.3 (2011): 143-155; Proctor, Carmel, et al. “Strengths gym: The impact of a character strengths-based intervention on the life satisfaction and well-being of adolescents.” The Journal of Positive Psychology 6.5 (2011): 377-388.

Hawkley, Louise C., and John T. Cacioppo. “Loneliness matters: a theoretical and empirical review of consequences and mechanisms.” Annals of Behavioral Medicine 40.2 (2010): 218-227.

Cacioppo, John T., and William Patrick. Loneliness: Human nature and the need for social connection. WW Norton & Company, 2008.

Masi, Christopher M., et al. “A meta-analysis of interventions to reduce loneliness.” Personality and Social Psychology Review (2010).

Neff, Kristin. Self-compassion: Stop beating yourself up and leave insecurity behind. New York; William Morrow Press, 2011.

Germer, Christopher K. The mindful path to self-compassion: Freeing yourself from destructive thoughts and emotions. Guilford Press, 2009.

Adventure #2: Ninja Body Transformation

Mann, Traci, et al. “Medicare’s search for effective obesity treatments: diets are not the answer.” American Psychologist 62.3 (2007): 220; also, Bacon, Linda, and Lucy Aphramor.

Weight science: evaluating the evidence for a paradigm shift.” Nutrition Journal 10.9 (2011): 2-13,

Howarth, Nancy C., Edward Saltzman, and Susan B. Roberts. “Dietary fiber and weight regulation.” Nutrition reviews 59.5 (2001): 129-139.

Pollan, Michael. In defense of food: an eater’s manifesto. Penguin, 2008.

Kaushik, Susmita, et al. “Autophagy in hypothalamic AgRP neurons regulates food intake and energy balance.” Cell metabolism 14.2 (2011): 173-183.

Miyamoto, Musashi (1974). A Book of Five Rings, translated by Victor Harris. London: Allison & Busby; Woodstock, New York: The Overlook Press.

Draeger, Donn F.; Smith, Robert W. Comprehensive Asian fighting arts. New York: Kodansha, 1981.

Jabr, Ferris. “Let’s Get Physical: The Psychology of Effective Workout Music.” Scientific American. March 20, 2013.

Chanda, Mona Lisa, and Daniel J. Levitin. “The neurochemistry of music.” Trends in cognitive sciences 17.4 (2013): 179-193.

Tsunetsugu, Yuko, Bum-Jin Park, and Yoshifumi Miyazaki. “Trends in research related to “Shinrin-yoku”(taking in the forest atmosphere or forest bathing) in Japan.” Environmental health and preventive medicine 15.1 (2010): 27-37; also, Lee, J., et al. “Effect of forest bathing on physiological and psychological responses in young Japanese male subjects.” Public Health 125.2 (2011): 93-100; also, Park, Bum Jin, et al. “The physiological effects of Shinrin-yoku (taking in the forest atmosphere or forest bathing): evidence from field experiments in 24 forests across Japan.” Environmental health and preventive medicine 15.1 (2010): 18-26.

Turnbull, Stephen. Ninja AD 1460–1650. Oxford: Osprey Publishing, 2003.

Adventure #3: Time Rich 

Kasser, Tim, and Kennon M. Sheldon. “Time affluence as a path toward personal happiness and ethical business practice: Empirical evidence from four studies.” Journal of Business Ethics 84.2 (2009): 243-255.

Roxburgh, Susan. “There Just Aren’t Enough Hours in the Day’: The Mental Health Consequences of Time Pressure.” Journal of health and social behavior45.2 (2004): 115-131; Szollos, Alex. “Toward a psychology of chronic time pressure Conceptual and methodological review.” Time & Society 18.2-3 (2009): 332-350; Kasser, Tim. “Psychological need satisfaction, personal well-being, and ecological sustainability.” Ecopsychology 1.4 (2009): 175-180.

Schor, Juliet. Plenitude: The new economics of true wealth. New York: Penguin Press, 2010.

De Graaf, John, ed. Take back your time: Fighting overwork and time poverty in America. Berrett-Koehler Publishers, 2003.

Carney, Dana R., Amy JC Cuddy, and Andy J. Yap. “Power posing brief nonverbal displays affect neuroendocrine levels and risk tolerance.”Psychological Science 21.10 (2010): 1363-1368.

Moon, A. & Chen, S., “The Power to Control Time: Power Influences How Much Time (You Think) You Have“, Journal of Experimental Social Psychology (2014).

Mogilner, Cassie, Zoë Chance, and Michael I. Norton. “Giving time gives you time.” Psychological Science 23.10 (2012): 1233-1238.

Rudd, Melanie, Kathleen D. Vohs, and Jennifer Aaker. “Awe expands people’s perception of time, alters decision making, and enhances well-being.”Psychological science 23.10 (2012): 1130-1136.

Wittmann, Marc, et al. “Social jetlag: misalignment of biological and social time.” Chronobiology international 23.1-2 (2006): 497-509.

Roenneberg, Till, et al. “Social jetlag and obesity.” Current Biology 22.10 (2012): 939-943; Randler, Christoph. “Differences between smokers and nonsmokers in morningness-eveningness.” Social Behavior and Personality: an international journal 36.5 (2008): 673-680;

Foster, Russell G., et al. “Sleep and circadian rhythm disruption in social jetlag and mental illness.” Progress in molecular biology and translational science 119 (2012): 325-346; Levandovski, Rosa, et al. “Depression scores associate with chronotype and social jetlag in a rural population.” Chronobiology international 28.9 (2011): 771-778.

Klein, Stefan. The secret pulse of time: Making sense of life’s scarcest commodity. Da Capo Press, 2008.

Pariyadath, Vani, and David Eagleman. “The effect of predictability on subjective duration.” PloS one 2.11 (2007): e1264.

Eagleman, David M., et al. “Time and the brain: how subjective time relates to neural time.” The Journal of Neuroscience 25.45 (2005): 10369-10371.

Aaker, Jennifer L., Melanie Rudd, and Cassie Mogilner. “If money does not make you happy, consider time.” Journal of Consumer Psychology 21.2 (2011): 126-130.

LaJeunesse, Seth, and Daniel A. Rodríguez. “Mindfulness, time affluence, and journey-based affect: Exploring relationships.” Transportation research part F: traffic psychology and behaviour 15.2 (2012): 196-205.

Bodhipaksa.“10 Tips for Mindful Driving.” http://www.wildmind.org/applied/daily-life/mindful-driving. For more tips, see Awake at the Wheel: Mindful Driving. (Audio Book) More Than Sound Productions, 2011.

Csikszentmihalyi, M., & Hunter, J. (2003). Happiness in everyday life: The uses of experience sampling. Journal of Happiness Studies, 4, 185 – 199.

About the Science

Roepke, Ann Marie, et al. “Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms.” Games for Health Journal 4.3 (2015): 235-246.

Clinical Trial of a Rehabilitation Game – SuperBetter.”

Inventories for SuperBetter players

In SuperBetter on January 13, 2015 at 4:11 pm

SNEAK PREVIEW! This page is a resource for readers of my new book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games by Jane McGonigal (Penguin Press, September 15, 2015).

Art by Finlay Cowan.

Art by Finlay Cowan. http://www.superbetter.com

An inventory is a survey that has been designed to measure a specific psychological trait or experience, such as optimism, anxiety, courage, depression, or life satisfaction. Inventories are typically subject to rigorous scientific testing, to ensure that they effectively measure what they claim to be measuring.

As you tackle your challenges gamefully and build up your strengths, you may wish to have access to some of these same powerful measurement tools. Typically, the most rigorously tested inventories are hard to find outside of scientific journals. However, to help you get access to these important resources, I’ve gathered up all of the publicly inventories here that I think will be most potentially useful to you on your SuperBetter journey.

You can decide for yourself which traits or experiences you want to be able to track over time as you play. If you’re experiencing a particular problem, such as depression, anxiety, or PTSD, the inventories that measure their symptoms can help you more objectively see if and how you’re improving. If you’re trying to increase character strengths, such as curiosity or grit, you will be able to demonstrate concrete growth by taking the relevant inventories periodically through your journey.

There is one special inventory that I encourage everyone to take: the Gameful Strengths Inventory, or GSI. It’s a custom inventory I designed with the assistance of science advisors at UC Berkeley and Stanford University, specifically to measure the benefits associated with adopting a gameful mindset: increased creativity, optimism, courage, hope, determination, social connection, and self-efficacy.

You’ve read about these gameful strengths throughout the SuperBetter book – and completed quests to help you develop them. They make you resilient in the face of any challenge – and can help you unlock the benefits of post-ecstatic or post-traumatic growth.

If you want to check in on the development of your gameful strengths, this inventory can help. Take it periodically – once a month is plenty. You may also want to take it whenever you achieve an epic win or choose a new challenge, to set a new baseline score. (You’ll find a downloadable and printable copy here: Gameful Strengths Inventory. I encourage you to save a copy each time you complete it so you can look back at your specific score changes over time.)

BEFORE YOU START…

It’s my philosophy that everyone should have access to powerful scientific tools – whether or not you have an MD or a PhD. I believe that everyone can benefit from learning more about how experts measure different psychological strengths. Inventories offer you an objective way to track personal growth – which can be an important source of personal insight. And if you’re a science geek like me, you’ll really appreciate seeing firsthand just how scientists have figured out how to measure subjective things like happiness, resilience, and quality of life.

That said…

These inventories are not designed to make a diagnosis or take the place of a professional diagnosis. An inventory is not a substitute for medical advice or professional counseling. If you’re concerned about your score — for example, if you get a high score on the depression inventory or PTSD symptom scale — please talk to a doctor, counselor or other professional, or consult one of the free resources listed with the inventory. And remember: Even if you get a positive result on an inventory, that is NOT a free pass to avoid doctors, therapists or counselors. You may still benefit from talking to a professional about your mental or physical health. In short: When in doubt, seek professional help!

All of the inventories listed here have been made publicly available online for personal use by universities, scientific journals, the CDC, the NIH, or other health organizations.

Discover your gameful strengths in SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games by Jane McGonigal (Penguin Press, September 15, 2015).

Mental Resilience Measures

Post-traumatic and post-ecstatic growth inventory

Who created it: Richard Tedeschi and Lawrence Calhoun

What it measures: 21 possible areas of growth and change after a highly challenging event.

This inventory was originally created for measuring post-traumatic growth, but it can also be used for measuring post-ecstatic growth.

It has 21 questions and take about 5 minutes to complete. Over time, as you get superbetter, you may find that your score increases.

I recommend that you take this inventory again whenever you complete an epic win.

The General Self-Efficacy Scale

Who created it: Schwarzer, R., & Jerusalem, M.

What it measures: Your self-efficacy, or your belief in your ability to successfully achieve your goals.

This inventory has 8 questions and takes just a minute or two to complete.

Take this inventory monthly to see if your self-efficacy is improving as you get superbetter.

Remember: To improve your self-efficacy, complete a few challenging quests… or just learn and play a new game!

The Grit Survey

Who created it: Duckworth, A.L., Peterson, C., Matthews, M.D., & Kelly, D.R.

What it measures: Your determination and perseverance in the face of difficult challenges and obstacles.

This inventory has 12 questions and takes just a couple of minutes to complete.

You may want to retake this inventory on a monthly basis to see if your grit improves as you get superbetter.

If you would like to increase your grit, spend some extra time identifying and battling your bad guys.

Mindful Attention Awareness Scale (MAAS)

Who created it: Kirk Warren Brown, Ph.D. & Richard M. Ryan, Ph.D.

What it measures: Your mindfulness — that is, your awareness of, and openness to, whatever you are thinking or feeling in the present moment.

This inventory has 15 questions and should take about five minute to complete.

Take this inventory monthly to see if your mindfulness is improving as you get superbetter. Keep in mind that greater mindfulness is associated with less stress, better health and mood, and increased goal achievement.

Remember: You can increase your mindfulness by identifying and battling bad guys.

The Optimism Test

Who created it: Martin Seligman, Ph.D.

What it measures: How optimistic you are — in good times and in bad.

This inventory has 30 questions. It should take you about 10 minutes to complete and score it.

Take this inventory at the start of your SuperBetter journey, and then take it again whenever you achieve a new epic win. You may find that your optimism is growing!

If your score indicates you could use a boost of optimism, keep activating your power-ups. (And, of course, keep playing games.)

Personal Growth Initiative Scale (PGIS)

Who created it: Christine Robitschek, Ph.D.

What it measures: How active and motivated you are to achieve personal growth and change.

The inventory has 9 questions and take just a few minute to complete.

Take this inventory monthly to see if your ability to achieve personal growth improves as you get superbetter. A higher score indicates that you are more motivated and better able to make personal changes.

If your score is lower than you’d like, you may find it helpful to dream up a new epic win.

The Silver Lining Questionnaire

Who created it: Samantha C. Sodergren, PhD and Michael E. Hyland, PhD

What it measures: Five major areas of post-traumatic and post-ecstatic growth, such as improved personal relationships, greater appreciation for life, and changes in life philosophy.

This inventory has 38 questions. It should take 5 minutes to complete.

Any score higher than 41 suggests that you have experienced at least some post-traumatic growth. You may want to retake this inventory on a monthly basis to see if your ability to spot silver linings improves as you get superbetter. It’s a good way to see clearly just how much personal growth you’ve experienced.

Important tip! This inventory was originally designed for use with individuals who have experienced a significant illness. However, you can replace the word “illness” with any significant challenge you have faced.

Emotional Resilience Measures

Curiosity and Exploration Inventory (CEI-II)

Who created it: Todd B. Kashdan, PhD, Matt Gallagher, PhD Paul Silvia, PhD

What it measures: Your curiosity! Or, more precisely, two different kinds of curiosity. The first kind of curiosity is stretching, which means the motivation to seek out knowledge and new experiences. The second is called embracing, which means a willingness to embrace the novel, uncertain, and unpredictable nature of everyday life.

This inventory has 10 questions and take about 2 minutes to complete. There’s no good or bad score to get here — although higher curiosity is associated with improved well-being.

Over time, you can track if your curiosity score goes up or down (or whether the type of curiosity you have changes!)

If you want to increase your score, tackle a quest that gives you the opportunity to learn something new, or to stretch yourself.

Gratitude Questionnaire (GQ-6)

Who created it: Michael E. McCullough, PhD, Robert A. Emmons, PhD, Jo-Ann Tsang, PhD

What it measures: Your gratitude — that is, your appreciation for what you have and your ability to see the goodness in others.

This inventory has 6 questions and should only take a minute or two to complete.

Over time, you can see if your gratitude score goes up or down. Feeling more gratitude is associated with improved health and happiness. If your score goes down, it’s a good sign that you should spend a few moments thinking or writing about what you’re grateful for.

Important tip! When an inventory says that one of your answers is “reverse-scored”, that means you subtract the points for that answer instead of adding them. For example, if you answered 3 on a “reverse-scored” question, you would subtract 3 from your total score instead of adding 3.

Hope Scale (AHS)

Who created it: C. R. Snyder, PhD

What it measures: Two important components of hope. The first is agency, or the sense that you have the power to take positive actions toward your goals. The second is pathways forward, or the ability to come up with specific strategies for achieving your goals.

The inventory has 12 questions and takes a few minutes to complete. Over time, you can see if your score goes up or down.

Having more hope is associated with greater happiness and goal achievement. If you want to increase your score, spend some extra time thinking, writing, or talking to an ally about your secret identity.

 The Positive and Negative Affect Scale (PANAS)

Who created it: David Watson, PhD, Lee Anna Clark, PhD, and Auke Tellegen, PhD

What it measures: How many positive versus negative emotions you feel over the course of a given week.

There are 20 questions on this survey and it should take a few minutes to complete.

You can take this inventory weekly to see how your positive to negative emotion ratio is changing. If you ratio drops, remember to activate lots of power-ups over the next week.

Important tip! This inventory includes 20 of the most common emotions, but you should feel free to customize it by adding other emotions you frequently feel. (For example, I personally would add gratitude to the positive emotions and — if I’m being honest! — envy to the negative emotions.)

Satisfaction with Life Scale

Who created it: Ed Diener, PhD

What it measures: How happy you are with your life, overall. High life satisfaction means you wouldn’t change much about your life. This is one of the most commonly used measures of happiness.

This inventory has five questions and only takes a minute to complete.

Over time, you can see if your score goes up or down. If your score goes down, it’s a good sign that you might benefit from making more time each day to live according to your values. (In other words, it’s time for some quests!)

In our clinical trial and randomized controlled study of SuperBetter, we used the Satisfaction with Life Scale to measure changes in players over a six-week period. The typical player experienced a significant improvement in life satisfaction by the end of the six-week period. You may find that you, too, experience greater life satisfaction as you play; this inventory can help you track those changes.

I recommend that you take this inventory no more often than once a month. (Life satisfaction doesn’t tend to change quickly or on a day-by-day basis.)

Self-Compassion Scale

Who created it: Kristin Neff, PhD

What it measures: Your self-kindness, particularly during times of struggle or suffering.

This inventory has 26 questions and should take less than 5 minutes to complete.

You can compare your scores from month to month to see if you are becoming more self-compassionate as you play SuperBetter. High self-compassion is associated with a better ability to handle stress, and greater health and happiness.

If you take this inventory and feel you have a low score, consider completing the Love Connection adventure in Part III of the SuperBetter book.

Social Resilience Measures

Multidimensional Scale of Perceived Social Support

Who created it: Zimet, Dahlem, Zimet & Farley

What it measures: How supported you feel by your friends and family as you face your current challenge.

This inventory has 12 questions and should take just a couple minutes to complete.

Take this inventory monthly to see if your scores goes up over time — which means that having SuperBetter allies has helped you feel more supported.

If you’d like a higher score, make a list of quests for your closest one or two allies to help them figure out what would support you best.

Compassionate Love for Humanity Scale

Who created it: Sprecher, S. & Fehr, B.

What it measures: How connected you feel to others, even strangers — and how motivated you are you to help them.

This inventory has 21 questions and should take about 5 minutes to complete.

You may want to take this inventory monthly to see how your sense of connection with others is growing. A higher score on this scale is associated with greater life satisfaction, and more meaning and purpose in life.

If you’d like to increase your score, reach out to your allies. Or even better, offer to be an ally to someone else! And of course, some multi-player gaming with new friends could help.

Berlin Social-Support Scales 

Who created it: Ralf Schwarzer & Ute Schulz

What they measure: How likely you are to reach out for social support, and how much social support you’re currently receiving.

This inventory has 30 questions and should take 5-10 minutes to complete. Ideally, your score for how much support you have right now will be as high as or higher than your score for how much support you’d generally like to be receiving.

If there’s an imbalance in your scores, consider recruiting a new ally or giving your current allies a special quest.

Bonus: There’s also an inventory for your allies to take that asks about different kinds of support they might be providing. This can be a fascinating way for allies to get concrete feedback on what they can do to be more supportive.

Sources of Social Support Scale

Who created it: Carver, C.S.

What it measures: All the little things that people in your life do to support you through your challenge.

This inventory was originally created for use with people who are suffering from a serious illness, but you can swap in any challenge you want.

There are 10 questions on this inventory, but you are encouraged to take the inventory multiple times as you think about different kinds of people in your life: family, friends, a romantic partner, health care professionals, co-workers, and so on.

Taking this inventory gives you the opportunity to reflect on, and appreciate, all the ways that people are actively supporting you. It also will allow you to identify big gaps in the kind of support you’d like to receive — so you can give your allies quests! Your overall score on this inventory is not so important; think of it more as the opportunity to reflect on the specific kinds of support you want and need.

Physical Resilience Measures

The RAND 36-Item Health Survey

Who created it: RAND Health (www.rand.org)

What it measures: 8 different areas of physical resilience, such as whether you have enough physical energy to do the things you love.

It has 36 questions and will take you 7-8 minutes to complete.

Important tip: This can be a complicated inventory to score (there’s a whole separate document on scoring here!) To make it easier, I encourage you to simply print and save your responses to compare with your responses on a future date. You can compare whether your score is going up or down on the questions that matter most to you.

If you feel like you’d like to improve your scores on this inventory, consider tackling the Ninja Body Transformation adventure in the SuperBetter book!

Healthy Days Measure 

Who created it: The Center for Disease Control

What it measures: How many “good days” and “bad days” you’ve had recently, when it comes to your physical health.

This is a very simple inventory, with just two questions.

1. Good days: Thinking about your physical health, which includes physical illness and injury, for how many days during the past 30 days was your physical health good?

2. Bad days: During the past 30 days, for about how many days did poor physical or mental health keep you from doing your usual activities, such as self-care, work, or recreation?

That’s it. I encourage you to track these two numbers from month to month so you can have a more objective sense of how your physical health may be responding to different SuperBetter strategies.

If you’d like to improve the number of good, or healthy days, spend the next month focusing on power-ups.

Tip! If you are really eager to track different aspects of your physical health, particularly as they might be effected by depression, illness or injury, here is a much more complicated version of this inventory which you can play with.

Social Physical Anxiety Scale

Who created it: Hart, E. A., Leary, M. R., & Rejeski, W. J.

What it measuresYour body confidence. You may find it particularly useful if you’ve struggled with your body image, or if you’ve had an illness, injury, or other life change that may have impacted the way you feel about your body.

This inventory has 12 questions and takes just a few minutes to complete.

If you you’d like to improve your scores on this inventory, try creating some bad guys and quests specific to body image. The Ninja Body Transformation adventure in the SuperBetter book might give you some good inspiration for how to start.

…. and Other Important Measures

Reasons for Living Inventory

Who created it: Linehan, et al.

What it measures: Reasons to live.

This inventory was created to help people who are suffering with suicidal thoughts. It lists 72 reasons why someone might not consider taking their own life, such as “It would hurt might family too much and I would not want them to suffer”, “I have an inner drive to survive”, and “I am curious about what will happen in the future.” It takes 10 minutes to complete.

Many people have suicidal thoughts at one time or another. This inventory can help you identify important reasons to keep living that feel personally meaningful to you.

If you don’t agree with many of the 72 items on the list, focus on the ones you do agree with. It only takes one to find renewed energy to live. Experts recommend that you also take the inventory again later. You may be surprised how many more reasons to live you begin to agree with over time.

If you are experiencing suicidal thoughts, you can also get free help and support right now by phone, by email, or by chat. These resources are free and available 24/7. If someone you know has expressed suicidal thoughts to you, here is a list of ways you can help.

The CESD-R Screening test for Depression

Who created it: Radloff LS, Eaton WW, Muntaner C, Smith C, Tien A, Ybarra M.

What it measures: The CESD-R is a screening test for depression and depressive disorder. It has 20 questions and takes just a few minutes to complete.

If you score 16 or higher (out of a possible 60 points), you may be experiencing depression. Talk to your doctor or someone you trust. You can get help finding a doctor and other resources for depression here. You can also get free help and support for your depression right now online, here and here. These resources are free and available 24/7.

If you are experiencing suicidal thoughts, you can also get free help and support right now by phone, by email, or by chat. If someone you know is depressed or has expressed suicidal thoughts to you, here is a list of ways you can help.

In our clinical trial and randomized controlled study of SuperBetter, we used the CESD-R to measure changes in players over a six-week period. The typical player experienced a reduction of six symptoms of depression (out of a possible 21) by the end of the six-week period. You may find that you, too, experience less depression as you play; this inventory can help you track those changes.

(The link above is for an online version of the inventory that automatically calculates your score. You can download and print a manual copy of this inventory here.)

PTSD symptoms scale

Who created it: Foa, Riggs, Dancu & Rothbaum

What it measures: Symptoms of post-traumatic stress disorder.

This inventory has 17 questions and takes a few minutes to complete.

If you score 13 or higher (out of a possible 51 points), you may be experiencing post-traumatic stress disorder. Talk to a doctor or someone you trust.You can learn about different treatment options for PTSD here. If you need help right now, the National Center for PTSD also provides free online coaching to help you manage your symptoms. More PTSD coping resources are available here.

General Anxiety Disorder Scale

Who created it: Spitzer RL, Kroenke K, Williams JB, et al

What it measures: 7 symptoms of anxiety.

This inventory has 7 questions and takes just a minute or two two to complete.

If you score 10 or higher (out of a possible 21 points), you may benefit from talking to a doctor or someone else you trust about your anxiety. You can get help finding a doctor here. You can also get free online help for anxiety here, including online coaching and chat. Additional online and phone support groups for anxiety can be found here

In our clinical trial and randomized controlled study of SuperBetter, we used the General Anxiety Disorder Scale to measure changes in players over a six-week period. The typical player experienced a significant reduction of anxiety symptoms by the end of the six-week period. You may find that you, too, experience less anxiety as you play; this inventory can help you track those changes.

(The link above is for an online version of the inventory that automatically calculates your score. You can download and print a manual copy of this inventory here.)

*

Finally, if you are a super-curious person (like me!) you may wish to dig even deeper. Check out this educational website, which compiles a whole slew of other psychological measures!

Gameful Strengths Inventory

In SuperBetter on January 13, 2015 at 8:50 am

SNEAK PREVIEW! This inventory will appear in my new book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games by Jane McGonigal (Penguin Press, September 15, 2015).

Gameful Strengths Inventory

Give yourself 0 – to 5 points for each question. 0 points for “No way!” (you completely disagree with the statement), 5 points for “heck, yeah!” (you completely, whole-heartedly agree with it), or something in between if you agree a lit bit, somewhat, or a lot.

  1. I’m optimistic about my future.
  2. I frequently look for new things to learn, or new experiences to try.
  3. Every challenge I face is an opportunity to learn or to grow.
  4. I can think of at least one thing I could do in the next hour to feel happy, strong or productive.
  5. I do what matters most to me, even if it’s hard, painful, or scary.
  6. I can do things in a new way. I’m not limited to the way things have always been done.
  7. I have faith in my ability to accomplish whatever I set my heart to.
  8. I feel grateful to many different people.
  9. This week, I was able to overcome an obstacle.
  10. Setbacks don’t discourage me.
  11. I feel a strong bond with other people who are going through the same challenge I face, or who have already been through it.
  12. When I face a problem, I can usually find a way to solve it.
  13. I can think of at least one goal I would like to accomplish tomorrow.
  14. If I’m not sure whether or not I can do something successfully, I feel motivated to try – and find out.
  15. I have something specific to look forward to.
  16. If I don’t like how I feel, I can change it.
  17. I often lose track of time, because I get so immersed in an activity I enjoy.
  18. I enjoy coming up with new, creative strategies.
  19. I can think of at least one other person who really wants me to succeed.
  20. I have the courage to face life, and whatever challenges and complications it brings.

Add up your points for a gameful score that should fall somewhere between 0 and 100. Keep reading to find out what your gameful score means!

Your Gameful Strengths Inventory score is a way for you to compare how your mindset is changing from time to time. There’s no score that means “gameful enough” or “not gameful enough.” Instead of focusing on the specific number, focus on whether your number goes up or down over time – and keep trying to set a new high score.

If your score goes up, it means that right now, you’re able to draw on your natural, gameful strengths quite effectively. You should feel a sense of confidence in your growing gameful abilities, and satisfaction that you’ve successfully cultivated such powerful ways of thinking.

If your score goes down, it means your gameful strengths may need a bit of bolstering, or just re-awakening. If so, there are two things you can do to re-engage a gameful mindset.

First, make it a point to spend more time in the next few weeks playing games. This is the fastest and surest way to boost your gameful strengths – just play. It sounds obvious, but it is a too often-overlooked strategy. Why? Because we’re culturally biased against games to think about them as “time wasters” instead of as “strengths builders.” Basketball, Sudoku, Super Mario, Settlers of Catan, crossword puzzles, The Sims, hide and go seek, bridge – really, any game at all will do. If you normally spend no time at all playing games, spend 30 minutes this week playing. If you normally spend ten hours a week playing games, play with a bit more purpose this week: Play something that is particularly challenging, and if possible, spend more time on multi-player games.

If you want to be even more strategic about upping your score, you have a second option. Identify the questions that you have the lowest scores for, or any questions that you scored lower on this time than the last time you took the inventory. Then, use this information as reminder to practice the gameful rules that will help you exactly where you need it most. Here’s how:

     If you have a lower score for question 3 or 12: Your challenge mindset needs strengthening. Revisit the quests and advice in Chapter 5 (“Choose your challenge.”)

     If you have a lower score for questions 4, 16, or 17: Focus on collecting and activating new power-ups over the next week.

     If you have a lower score for questions 6, 9, 10, 12, or 18: Take a look at your list of bad guys, and spend time this week coming up with and testing as many new strategies and battle plans as you can.

     If you have a lower score for questions 2, 5, or 13: Focus on completing quests this week. As many as you can!

     If you have a lower score for questions 7 or 20: It’s a good time to pay extra attention to your secret identity. Try using your strengths in a new way this week, or telling a new heroic story about yourself.

     If you have a lower score for questions 8, 11 or 19: Make an effort this week to connect with at least one ally, or to recruit a new ally.

     If you have a lower score for questions 1, 14, or 15: Spend some time thinking about your epic win this week. If the win you’re aiming for doesn’t feel realistic any more, come up with a new one. Or, if it just doesn’t inspire and energize you right now, replace it with one that does.

Download a printable PDF of the Gameful Strengths Inventory

Play, don’t replay! HELP PREVENT PTSD

In SuperBetter on March 27, 2014 at 4:57 pm

Please join our effort to help prevent post-traumatic stress disorder by learning and sharing this simple technique:

If you experience or witness a trauma, play a pattern-matching videogame such as Tetris or Candy Crush Saga as soon as possible, ideally within the first twenty-four hours after the event.

Play the game for at least 10 minutes. It may help to play the game again immediately before going to sleep that same night.

It sounds too simple to work, but this simple technique has been scientifically investigated — and the evidence suggests that it can indeed help.

fullscreen tetris

THE SCIENCE

Researchers at Oxford University tested a theory that playing the videogame Tetris as soon as possible after witnessing or experiencing a trauma could prevent flashbacks, one of the most painful and difficult-to-treat symptoms of PTSD.

How it works: Visual pattern-matching games like Tetris (and Candy Crush Saga, Bejeweled, etc) are so visually absorbing, they prevent your brain from concentrating on what you saw, and therefore block your brain from forming long-term visual memories of the trauma. You will still be able to recall all of the details of what happened, but you are less likely to suffer unwanted flashbacks.

ONLY visual pattern-matching games like Tetris are expected to help. Other types of games (such as racing games or first-person shooters) are not likely to help, and some games (such as trivia quizzes) may even increase flashbacks.

The researchers successfully tested their theory in a laboratory setting — twice, and then again more recently in a follow-up study. Tetris DID prevent flashbacks after witnessing traumatic imagery. Tetris players also reported less trauma overall on a traumatic experience survey. But it’s much more difficult to test with real trauma in real-world situations. It’s unknown exactly how helpful this technique will be in different kinds of traumatic situations. However, the research to date suggests strong potential for significant benefit — and, in its favor, this technique is free, widely accessible, has no known side effects, and does not interfere with other forms of treatment or support.

WHO CAN THIS TECHNIQUE HELP?

If you or someone you love experiences or witness a trauma such as a motor vehicle accident, a physical injury, a rape, a physical assault, a violent crime, the loss of a pet, a workplace accident, the death of a loved one, this technique could help prevent flashbacks and nightmares.

These are terrible things to imagine happening, but if they do, this simple cognitive vaccine could prevent months or even years of suffering.

To make it easier to remember during a crisis, just think: “PLAY, don’t REPLAY.” Play a game, to avoid replaying the trauma over and over again in your mind. “PLAY, don’t REPLAY” is the stop-drop-and-roll of preventing PTSD.

Tetris is free to play at http://www.freetetris.org/. Bejeweled is free to play at http://www.popcap.com/games/bejeweled2/online.

Although studies suggest this technique may help reduce the quantity and severity of flashbacks, you may still experience some flashbacks or other symptoms of PTSD. Please don’t hesitate to seek additional help. You can learn more about the symptoms of PTSD, and how to get help for yourself or others.

Here’s how you can help prevent PTSD today:

Please SPREAD THE WORD: Share this page with as many people as possible — via Twitter, Facebook, or email.

This technique only works if you know about it before you experience or witness a trauma. That’s why we need to teach as many people as we can now, in case they need it one day in the future.

To make it easier to remember during a crisis, just think: “PLAY, not REPLAY.” Play a game, to avoid replaying the trauma over and over again in your mind. “PLAY, not REPLAY” is the stop-drop-and-roll of preventing PTSD.

candycrush

Please remember: While there is evidence to suggest this technique can reduce the number and severity of flashbacks, this technique is NOT an alternative to other forms of support or treatment. Please continue to seek any and all medical, legal, psychological, and social support you may need.

How you can help prevent PTSD in the FUTURE:

SHARE YOUR EXPERIENCE: If you or a loved one ever has the need to use this technique, please send an email to playnotreplay@gmail.com letting us know. We would love to ask you a few simple questions (such as what game you played, how soon after the trauma, and whether you experienced flashbacks or nightmares) so we can start to learn more about whether this technique works, and how much it helps, in real-world situations.

Questions we might be able to answer: How can this videogame “cognitive vaccine” be incorporated into first-response to traumas, in hospitals, schools, or police settings? Is it even possible for someone to focus attention on a videogame immediately after a traumatic event, or are some events so traumatic that concentrating on anything at all is nearly impossible? Does this technique help more with those who witness, but are not directly impacted by the trauma?

*

For more information, reach out to Jane McGonigal, PhD @avantgame on Twitter.

For more information about the Tetris “cognitive vaccine” technique, you can read coverage in Time Magazine, Discover Magazine, and Psychology Today — or read the original scientific paper on this technique, as well as its larger follow-up study.

Here is a helpful review of research on the ethics of researching trauma, and the impacts on participants of trauma research. “Trauma researchers are often those who are facilitating the telling of a story to a supportive audience for the first time. Finding a way to tell these stories well, to examine their meaning, and to promote the understanding necessary to prevent the further occurrence of trauma, is one purpose of trauma research. Implicit in this goal is the duty to perform the research with integrity and respect.”

This project is not associated with Oxford University, or their researchers. It is an independent effort. It is not affiliated with or supported by the makers of Tetris, or any other videogame company for that matter!