In
a world-first, researchers from McGill University’s Department
of Psychology have developed and tested computer games that can actually
help people enhance their self-acceptance. Read on for brief facts concerning
the studies that will be published in Psychological Science and the
Journal of Social and Clinical Psychology.
May
6, 2004
Source:
Sylvain-Jacques Desjardins
Communications officer, University Relations Office,
514-398-6752, sylvain-jacques.desjardins@mcgill.ca
Contact: Mark W. Baldwin, Department of Psychology,
514-398-6090, mbaldwin AT ego.psych.mcgill.ca
Computer
Games that help boost self-esteem
Details behind Wham! and EyeSpy: The Matrix
In
a world-first, researchers from McGill University’s Department
of Psychology have developed and tested computer games that can actually
help people enhance their self-acceptance. Read on for brief facts concerning
the studies that will be published in Psychological Science and the
Journal of Social and Clinical Psychology.
About
Wham!
Can self-esteem be increased by playing a computer game called Wham?
The answer is yes according to a study conducted by Jodene Baccus, a
doctoral student in McGill’s Department of Psychology. Baccus,
the lead researcher, collaborated with McGill graduate Dominic Packer
(now a grad student at University of Toronto), under the direction of
associate psychology professor Mark W. Baldwin. The team explains how
computer games can enhance feelings of self-acceptance in the July edition
of Psychological Science.
Some
139 participants were recruited for the study, which began with a self-esteem
measurement. Participants were then split into two groups: one played
Wham! and another group played a placebo version. Participants who played
Wham! entered into a computer some self-relevant information (e.g. first
name, birthday). These identifiers would then flash on screen, be clicked
(whammed) and be followed by a smiling face.
Baccus
found that pairing a person’s personal information with the game’s
positive social feedback helped enhance self-acceptance. “After
playing Wham! for 10 minutes, the automatic and unconscious thoughts
of participants was measured,” she says. “The result showed
that players of Wham! had higher self-esteem than participants who played
the placebo game.”
About
EyeSpy: The Matrix
The McGill scientists designed EyeSpy:
The Matrix to help change the habits of people with low self esteem,
who often seem to expect rejection. In a forthcoming edition of the
Journal of Social and Clinical Psychology, Stéphane Dandeneau,
a doctoral student, and Mark W. Baldwin, an associate psychology professor,
explain how EyeSpy: The Matrix was created to train people to reduce
their focus on non-acceptance.
“We
designed the game to teach players to seek the smiling or approving
person in a crowd of frowning faces,” explains Dandeneau, who
with Baldwin recruited 64 participants for the study. The researchers
begun by measuring the self-esteem of each participant. Half of participants
were then asked to play EyeSpy and half competed a placebo task. Using
an attentional bias measure called the Rejection
Stroop, the researchers demonstrated that the bias toward rejection
among people with low self-esteem – versus subjects who completed
a placebo task – was significantly lower for participants who
completed EyeSpy.
“We found that EyeSpy: The Matrix teaches people, especially those
with low self-esteem, the habit of looking for acceptance and ignoring
rejection,” explains Dandeneau. “This could serve as an
antidote to their usual habit of consistently looking for rejection
information in their environment.”
To
sample Wham! or Eyespy: The Matrix, see our games
page.
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