Skip to Main Content

Child Study Center Grand Rounds 05.25.2021

June 08, 2021

Child Study Center Grand Rounds 05.25.2021

 .
  • 00:00Before I introduce her superb
  • 00:02speaker for today, I want to tell
  • 00:04you about our speaker for next week.
  • 00:07We're coming close to the
  • 00:09end of the academic year,
  • 00:10but we have some really very good
  • 00:13things lined up next Tuesday.
  • 00:15We're going to have our very own
  • 00:17alumna from the CHILD Study Center.
  • 00:19Lisa Akbar is going to be giving
  • 00:22us grand rounds and talking about
  • 00:24some of the very important.
  • 00:27Anti racism interventions that
  • 00:28she and others are taking a lead
  • 00:32in at the American Psychological
  • 00:34Association and it's really a
  • 00:37feather in every every one of
  • 00:39the Child Study Center's captive.
  • 00:41That metaphor works to know that my
  • 00:43son is now the Chief Diversity officer
  • 00:46of the American Psychological Association,
  • 00:49including all of its I think 100,000 members.
  • 00:53So that is really remarkable.
  • 00:55And she's doing that from.
  • 00:57Here from New Haven CT.
  • 00:59Actually.
  • 01:00From Westville she lives not far from me,
  • 01:03so that's that's in some way.
  • 01:05The prodigal daughter come back,
  • 01:07although if you have some left,
  • 01:10so that's next week.
  • 01:12My son Akbar.
  • 01:14Today I'm really delighted about
  • 01:16this grand rounds.
  • 01:17I've been looking forward to.
  • 01:20It's in some ways the second.
  • 01:22I wouldn't say that it's a series,
  • 01:25but it's two grand rounds on
  • 01:27an area and a topic that is new
  • 01:30and exciting to many of us,
  • 01:32and yet something that I for
  • 01:34one know very little about.
  • 01:36You may remember that about a month
  • 01:39or six weeks ago we have Kim we had
  • 01:42Kim Hatchet from the play to prevent lab.
  • 01:45She talked about gaming and some of
  • 01:48the games that she has developed and.
  • 01:51And today we have this
  • 01:53related presentation by Lynn.
  • 01:59Lean philein we tried this
  • 02:01in the pre final Celine.
  • 02:04I was very generous, among other things,
  • 02:07and tell me how to pronounce her name,
  • 02:10which of course already screwed up.
  • 02:12So Lynn, as you can use a professor
  • 02:15of medicine and public health.
  • 02:17She's also a professor at
  • 02:19the Yale Child Study Center,
  • 02:21so that tells you that she has any
  • 02:23number of collaborations with us
  • 02:25with colleagues in the department.
  • 02:27She is the director of this
  • 02:30plate to prevent lab at the.
  • 02:33At Yale and maybe a year ago,
  • 02:37I didn't even know.
  • 02:39That we have such a thing as,
  • 02:42you know, play in gaming journals
  • 02:45in health and mental health.
  • 02:47It's a whole area that we
  • 02:50know very little about, so.
  • 02:53Lynn is the director of
  • 02:56that play to prevent Lab.
  • 02:58She and her team focus on developing
  • 03:01and evaluating videogame interventions
  • 03:02in this in the form of serious
  • 03:05claims to impact the health
  • 03:07and well being of adolescence,
  • 03:09including around smoking,
  • 03:10vaping, HIV prevention,
  • 03:12HIV counseling and testing,
  • 03:13sexual mental health in adolescents.
  • 03:15We heard some of that with Kim
  • 03:18and mental health in general,
  • 03:20an opioid, abuse in particular.
  • 03:23So she and her lab are internationally
  • 03:26renowned for their novel work.
  • 03:28She has all sorts of interesting
  • 03:30and extensive funding,
  • 03:31and we were just talking about dear friends
  • 03:34who we know from various study sections.
  • 03:37So when we're delighted to have you here.
  • 03:41Take it away and we're
  • 03:42going to meet everyone.
  • 03:44Just remember Lynn after we mute
  • 03:46everyone to please unmute yourself.
  • 03:48So Lynn, welcome to the Child Study Center.
  • 04:08Glenn, you're on mute still.
  • 04:13Alright, so should I
  • 04:14start that all over again?
  • 04:16I just been talking myself.
  • 04:18Gotta love technology.
  • 04:19OK I will start from the beginning
  • 04:22so thank you Andras for that
  • 04:24for that introduction and to you
  • 04:26and Linda for having me here,
  • 04:28it's good to see everybody.
  • 04:29Please tell me if I'm muted again.
  • 04:33So, so I'm very pleased to talk
  • 04:35with you about the work that we've
  • 04:37been doing at the play play to
  • 04:39prevent Lab for the last 12 years.
  • 04:41Using video games as interventions to
  • 04:43improve adolescent health and well being.
  • 04:45As you'll see from some of my sides,
  • 04:48this is really a team effort.
  • 04:49This is work that cannot be
  • 04:51done by any one of us alone.
  • 04:53I want to give a shout out to Linda Mays,
  • 04:57who actually helped me write
  • 04:58my first grant in this area,
  • 05:00so it's really wonderful to come
  • 05:02back now to be able to share
  • 05:04where we have gone from there.
  • 05:09Up OK, given technology is let's see.
  • 05:16OK, so just a quick disclosure.
  • 05:18I am co-founder and equity holder of
  • 05:20a new spin out company from my lab
  • 05:23which is called label that focuses
  • 05:25on the marketing and distribution
  • 05:26of our video game interventions.
  • 05:31And since I spent the last decade
  • 05:33becoming a big fan of play,
  • 05:35I just wanted to share this quote,
  • 05:38which I really like as I love
  • 05:40playing and I'm also getting older.
  • 05:42It seemed very appropriate.
  • 05:46So this is just a brief outline of
  • 05:48what I'm going to talk about with you.
  • 05:51So first is how did we get here?
  • 05:55Really involved building a program
  • 05:57and a team, building a platform,
  • 05:59and then what we're looking at
  • 06:01in terms of our next steps.
  • 06:02This seems to be on autopilot,
  • 06:04so how did we get here?
  • 06:06So this is my was my still is my son Liam,
  • 06:10who at the time was.
  • 06:1310 years old and he loved
  • 06:15playing video games.
  • 06:16In fact, everyone in our House love playing
  • 06:18video games between my husband, my.
  • 06:21We had five kids between the ages
  • 06:23of nine and 19 and everyone was
  • 06:26playing something on a device
  • 06:29on a phone on a console,
  • 06:31on a computer,
  • 06:32and it really struck me that this was
  • 06:35a way to engage engaged teenagers in
  • 06:37in something healthy that we might be
  • 06:40able to use this delivery vehicle,
  • 06:42specifically a video games to deliver
  • 06:46something that would be good for them.
  • 06:49And so about 12 years ago I submitted
  • 06:51a grant in response to this RFA
  • 06:54from the National Institute of
  • 06:56Child Health and Human Development,
  • 06:58proposing to develop and evaluate a
  • 07:00video game intervention specifically
  • 07:02around HIV prevention and at
  • 07:03risk adolescents.
  • 07:06And sort of amazingly,
  • 07:08the NIH jumped out of their comfort
  • 07:10zone and funded this first grant,
  • 07:13which really allowed me to do a stab
  • 07:16lish the play to prevent lab and
  • 07:19start this large five year project
  • 07:21that was focused on developing
  • 07:23a game around risk reduction in
  • 07:26HIV prevention in younger teens.
  • 07:31So as I said, this allowed
  • 07:33me to establish the play to
  • 07:34prevent lab subsequently done.
  • 07:36The Yale Center for Health Learning games.
  • 07:38And as you've heard,
  • 07:40we really focus on developing and
  • 07:42evaluating video games using constructs
  • 07:44from social and emotional learning,
  • 07:46character development to impact
  • 07:48health outcomes in adolescents.
  • 07:53And once I established my lab,
  • 07:55really, the key was to establish a
  • 07:57team and as I started out this talk,
  • 08:00you know this is very much of a
  • 08:02team effort and this became what
  • 08:04I claimed our collective brain.
  • 08:06And again, not any single one
  • 08:08of us could do this work alone.
  • 08:11It really has been a huge
  • 08:13collaborative effort and not only
  • 08:15sort of in terms of within, you know,
  • 08:17sort of different disciplines.
  • 08:18But really, as you can see from here.
  • 08:22You know four different sides.
  • 08:24If you will of this team,
  • 08:27so there's the science side.
  • 08:29You know folks with expertise and Pediatrics,
  • 08:33adolescent medicine, addiction,
  • 08:34social and community psychology statistics.
  • 08:38Very importantly, the Community side.
  • 08:39This is just a small sample of the
  • 08:42schools that we've worked with.
  • 08:44We've now worked with many,
  • 08:46many schools,
  • 08:47school based health centers after school
  • 08:49programs in Connecticut now nationally,
  • 08:51and they, their students,
  • 08:52their teachers.
  • 08:53Their parents had been absolutely
  • 08:55fundamental and doing this work.
  • 08:58The game side includes folks with expertise
  • 09:00both in serious games and commercial games,
  • 09:03and serious games is what we're
  • 09:05talking about here today,
  • 09:06so serious games are games that are
  • 09:08for purpose beyond just entertainment,
  • 09:11so they hope to accomplish something.
  • 09:13And so these are some of the serious end
  • 09:16commercial game developers we work with,
  • 09:18most notably,
  • 09:19Shell Games has been our game development
  • 09:22partner for the past 12 years.
  • 09:23They're based in Pittsburgh
  • 09:25affiliated with Carnegie Mellon,
  • 09:26and had been a fabulous partner.
  • 09:29And then some of our institutional partners.
  • 09:31And these are folks who have
  • 09:34helped with funding.
  • 09:35These projects,
  • 09:36as well as just offering
  • 09:38support and you know,
  • 09:39and promotion and you know really
  • 09:41their own sort of areas of expertise
  • 09:44to help get this work done.
  • 09:46So again,
  • 09:47this collective brain is fundamental
  • 09:49to all of these projects.
  • 09:53The other thing was to build a
  • 09:56platform to start thinking about.
  • 09:58You know where we were going
  • 10:00to build our stories from.
  • 10:02The from the go into these games,
  • 10:05how were we going to use those stories?
  • 10:08The artwork, the voice,
  • 10:10and really think about creating
  • 10:13something that could be. You know?
  • 10:16Retooled sort of reinvented
  • 10:18with each new game project.
  • 10:20These projects take an extraordinary
  • 10:22extraordinary amount of time,
  • 10:23effort, and funding,
  • 10:24and so to think about building a
  • 10:27platform that might be sustainable
  • 10:29that we could then subsequently
  • 10:32build other games off of.
  • 10:33And you'll see how we ended
  • 10:36up being able to do that.
  • 10:41And then really starting
  • 10:43each of our game projects.
  • 10:45And I'm disgusting really.
  • 10:46The first game project that
  • 10:48came from that first NIH grant.
  • 10:50We start with doing a lot of formative work,
  • 10:54and that is really going
  • 10:55out into the community.
  • 10:57We've built amazing community partnerships.
  • 10:59Specifically tityra pendergrass.
  • 11:00Boomer, who's been with my lab,
  • 11:02last eight or nine years now,
  • 11:04has become sort of our community.
  • 11:08Whisperer she builds relationships that
  • 11:10are longstanding and incredibly valuable.
  • 11:13I hope from you know, from both sides,
  • 11:16and so we really work.
  • 11:19Start by working with the kids.
  • 11:23And running focus groups,
  • 11:24talking with them, getting,
  • 11:26you know their input and their stories,
  • 11:28which really serve as a foundation
  • 11:30for for each of our games.
  • 11:32And that's really the the place
  • 11:34that we first start is with
  • 11:36those focus groups talking with
  • 11:38really what now has come down to
  • 11:41hundreds and hundreds of teenagers.
  • 11:45And for those of you,
  • 11:46many of you who work with teenagers,
  • 11:49you know that getting them to talk
  • 11:51about themselves or the things in their
  • 11:53life is not always the easiest thing.
  • 11:55I've raised three teenagers, and, you know,
  • 11:57have spent years with asking them.
  • 11:59How was your day and then saying fine?
  • 12:01Or what did you do nothing?
  • 12:04So we really had to come up with some
  • 12:07creative methods to engage teenagers and
  • 12:09have them share some of these stories.
  • 12:12Their stories with us.
  • 12:14So this is an example of actually a
  • 12:17drawing that we commissioned from now.
  • 12:19A very famous artist.
  • 12:21That we wanted,
  • 12:23we asked him to create an image
  • 12:25of teenagers in a party setting,
  • 12:26but without anything overtly risky going on,
  • 12:29and this is the image we ended up with,
  • 12:31which I have grown to love and what
  • 12:34we did is we brought together a
  • 12:36group of about 10 or 12 kids in a
  • 12:39focus group and we gave them each
  • 12:41a copy of this and all we said was
  • 12:44what do you think is going on here?
  • 12:47And the stories that that came
  • 12:49from these kids,
  • 12:51the things they talked about, the.
  • 12:55I know what the different parts of this
  • 12:57picture invoked in them was really amazing.
  • 13:00So for example,
  • 13:01in one small group,
  • 13:02if you look back down to
  • 13:04the center in the very back,
  • 13:06the little girl who looks like she's
  • 13:08looking at her watch about 80% of
  • 13:11the teen girl said that she had
  • 13:13just found out she was pregnant.
  • 13:16Which was pretty astonishing to sort
  • 13:18of see that that was sort of what if
  • 13:22you will what they read into this
  • 13:24picture and what they could talk about,
  • 13:27and then expand on and so using a
  • 13:29method like this helped us to really
  • 13:32build the stories that went into
  • 13:34the first game that we developed.
  • 13:36And it's a it's a method we've
  • 13:40used going forward.
  • 13:41This is another method that we
  • 13:43used which was essentially to help
  • 13:45inform the artwork of the game,
  • 13:47and so we gave a group of about
  • 13:4910 teens disposable cameras and
  • 13:50we asked him to go out into their
  • 13:53community and take pictures of
  • 13:55everything that was important to them.
  • 13:57The things that they saw every day,
  • 14:00what they wanted to capture.
  • 14:02And so they did.
  • 14:03And they came back and brought the cameras.
  • 14:06And we developed the the photographs.
  • 14:08And we talked with him about the photographs.
  • 14:10And then all of those images were
  • 14:12sent down to Shell games to then
  • 14:15be translated into the artwork.
  • 14:17And so this was one way again,
  • 14:19since our goal has been to create
  • 14:21games that are authentic and real
  • 14:23to our target audience.
  • 14:25This allows us to really take the
  • 14:27images right from kids eyes and
  • 14:29build it into the artwork as opposed
  • 14:31to us being translators of that.
  • 14:33It really came from what they saw
  • 14:35and what they felt was important
  • 14:36and wanted to be captured in the
  • 14:39images of this game.
  • 14:42And from there you know endless input
  • 14:44from them again through focus groups
  • 14:46on different design elements you know,
  • 14:48did they like the the clothes?
  • 14:50This is all you know, artwork that.
  • 14:52That Shell games had had drawn,
  • 14:55you know the characters look too old.
  • 14:57You know one thing about teams that
  • 14:59I've learned is that you know they
  • 15:02will tell you what they think.
  • 15:03And so this allowed us to again bring
  • 15:06the artwork back to them and say,
  • 15:08did we do OK did we?
  • 15:10Did we do it right and have them give that
  • 15:13feedback so that it could then be changed?
  • 15:16And what all of this ended up in
  • 15:19involving in with every game that we do?
  • 15:22It's a highly iterative process.
  • 15:24It goes back and forth and back and
  • 15:26forth between you know our team partners,
  • 15:28our game development partners and
  • 15:30you can see from here the upper left
  • 15:33hand corner is where we started with
  • 15:35one of our many games for this game,
  • 15:37this first game.
  • 15:38And by the end had gone down to the
  • 15:41the right lower hand corner to where
  • 15:43we landed and what that game that
  • 15:47minigame ultimately looked like.
  • 15:48So a lot of back and forth,
  • 15:51which is absolutely critical so that
  • 15:53we at each step we can incorporate
  • 15:56our adolescent partners voices.
  • 15:59So this was the first game we
  • 16:00developed with that funding from
  • 16:02the National Institute,
  • 16:03Child Health and Human Development
  • 16:05called play for Dallas City stories.
  • 16:07The origins of that name play forward
  • 16:10is really sort of carried through to
  • 16:12all of our games or games focused very
  • 16:15much on developing future orientation.
  • 16:17Helping kids recognize that decisions
  • 16:19they make now have an impact now
  • 16:22and in their future,
  • 16:23and sort of how to think forward.
  • 16:26And in this case play forward so that
  • 16:29they can develop better decision
  • 16:32making skills. Elm City stories.
  • 16:34You know,
  • 16:35New Haven is the Elm City and
  • 16:36these were the stories of kids in
  • 16:38New Haven and so it was really.
  • 16:40It's a real really.
  • 16:41A shout out to New Haven for all of
  • 16:43their time and efforts that they put
  • 16:45in helping us to build this game.
  • 16:49So this is just the home screen
  • 16:51of the game again, which is,
  • 16:54you know, served as kind of a.
  • 16:57You know part of the platform
  • 16:59where we you know we end up using
  • 17:02or adapting parts of each game to
  • 17:05build new games for new populations.
  • 17:08New outcomes.
  • 17:08You can see these games are highly narrative.
  • 17:12The 12 stories at the top going from
  • 17:157th to 12th grade are all you know,
  • 17:18narrative based.
  • 17:19What we called challenge decks as they.
  • 17:23Present challenges throughout the
  • 17:25different stories that the player
  • 17:27has to navigate through and then the.
  • 17:29In this case the five mini games at
  • 17:31the bottom you can see are really where
  • 17:34the kids build skills and are kind of
  • 17:38interfacing with the different stories.
  • 17:40Games tend to be very short,
  • 17:42graphic novel style.
  • 17:44And you can see with the mini games you
  • 17:47know they are focused on different skills.
  • 17:50They are highly sort of repetitive so that
  • 17:53they get to practice these skills alot.
  • 17:56Refusal power focuses on helping kids go
  • 17:58through the sort of science based steps
  • 18:01of how to negotiate risky situations,
  • 18:03how to refuse in a way that helps him still
  • 18:07preserve their place in their social circle.
  • 18:11People sense focuses on
  • 18:12how to build your network.
  • 18:14You know your peer network so that you
  • 18:16can keep the people who are really,
  • 18:18you know, sort of.
  • 18:19You know,
  • 18:20maybe the best influence for you or the
  • 18:22the best friends for you close to you.
  • 18:25And maybe folks were a little bit more
  • 18:27risky farther away on the no sense,
  • 18:29for example,
  • 18:30is really just teaching them information.
  • 18:32You know accurate information
  • 18:33on different topic areas.
  • 18:35And then you can see in the right lower
  • 18:37hand corner is a Fast forward button.
  • 18:39And at anytime during the game,
  • 18:41the player can Fast forward to their
  • 18:43epilogue and their epilog is essentially
  • 18:46where their character is in the game.
  • 18:48At age 30,
  • 18:49based on all the decisions that
  • 18:52they've made so far in the game,
  • 18:54and so they can sort of see this
  • 18:57collage if you will, of where.
  • 18:59How did decisions that their player has
  • 19:01made in the game has impacted their future?
  • 19:04They can then go back in the game and
  • 19:07make different decisions or change.
  • 19:10The actions they take and if you
  • 19:12Fast forward again,
  • 19:13that will now be reflected in a new epilogue.
  • 19:17So it's a very dynamic sort of
  • 19:19situation where you can see the
  • 19:21relationship between decisions
  • 19:22and their impact now and later,
  • 19:24and we've carried that through.
  • 19:26Also,
  • 19:27in some of our other games.
  • 19:32So that game took about 18 months.
  • 19:34That first game played forwards on
  • 19:36city stories, 18 months to develop.
  • 19:38We then conducted a randomized
  • 19:40control trial working with after
  • 19:42school in school based programs
  • 19:43in New Haven and Bridgeport.
  • 19:45We enrolled 333 teens between the ages
  • 19:48of 11 and 14 and we randomize them
  • 19:50either to play forward or to a set of
  • 19:53control games games that were sort
  • 19:55of entertaining and skill building,
  • 19:57but had no relevant content.
  • 19:59And we followed those kids for
  • 20:02two years and collected data.
  • 20:04Different time points on a large
  • 20:08array of outcomes.
  • 20:10I also collected a lot of game gameplay data,
  • 20:13which is essentially data collected
  • 20:14through the game software,
  • 20:16which tells us a lot about what what
  • 20:18the player is done in the game and
  • 20:21the actions they took or how long
  • 20:23it took them to learn something.
  • 20:25So that's that's also very rich
  • 20:26data and we were able to demonstrate
  • 20:28we've thus far looked at the 12
  • 20:30month outcomes we started looking
  • 20:32at the 24 month outcomes we've
  • 20:34been able to demonstrate.
  • 20:37Statistically significant and
  • 20:38sustained impact in areas such
  • 20:40as attitudes and knowledge and
  • 20:42are hoping to also be able to
  • 20:44demonstrate that with behaviors.
  • 20:49And so going from there again,
  • 20:51you can hear that you know that
  • 20:54process of development takes an
  • 20:56extraordinary amount of time, effort,
  • 20:58input and so to figure out a system.
  • 21:01Again to build this platform where
  • 21:03we could then create other games
  • 21:06using the assets from a game that
  • 21:08we've created to create what we
  • 21:11call these Playford spinoffs.
  • 21:13Which is really to take again the
  • 21:16framework and build out from there so.
  • 21:19The first one we did that with
  • 21:22is our gameplay test,
  • 21:23which focuses on more on health advocacy,
  • 21:27helping older teens really learn how
  • 21:29to advocate for their own health care,
  • 21:32engage in the health care system,
  • 21:35and also specifically promoting
  • 21:37HIV and sexually transmitted
  • 21:39infection testing and counseling.
  • 21:41In partnership with school
  • 21:43based health centers.
  • 21:44So this game was created with funding
  • 21:46again from the National Institute of
  • 21:49Child Health and Human Development
  • 21:51through a phase one anaphase.
  • 21:54Two small small business technology
  • 21:56transfer research grants and
  • 21:58this allowed us again to take the
  • 22:01platform of play forward and now
  • 22:04build it out to have a new target
  • 22:06outcome with in this case an older
  • 22:09older group of adolescents.
  • 22:11Subsequently,
  • 22:12we did similar with our smoke
  • 22:14screen game which focuses on
  • 22:16vaping and smoking prevention,
  • 22:18again in adolescence,
  • 22:19and this game was funding both
  • 22:22through the FDA and the NIH,
  • 22:24and then subsequently,
  • 22:25the CVS Health Foundation allowed us
  • 22:28to take components of our other games
  • 22:31and build it out for this new focus
  • 22:34on vaping and smoking prevention.
  • 22:36Again,
  • 22:36with each of these,
  • 22:38starting with focus groups with
  • 22:40teens with collecting their stories.
  • 22:42That information new our new
  • 22:44voice and then obviously the
  • 22:46behavioral scientists building
  • 22:48out what needed to be sort of the
  • 22:52scientific backbone of the new game.
  • 22:54And then finally our play smart game,
  • 22:57which we just finished development on.
  • 23:00This game focuses on both mental health
  • 23:03promotion and opioid misuse prevention
  • 23:05in teens in school based health centers.
  • 23:08Again,
  • 23:09this is part of the national.
  • 23:12NIH Hnyda heal initiative,
  • 23:14which is the helping to end addiction
  • 23:16long term initiative and for this
  • 23:18program we have developed a very
  • 23:20substantial partnership with the
  • 23:22National School based Health Alliance,
  • 23:24which has been very fruitful in terms
  • 23:26of all the different phases of that
  • 23:29project which I will talk about.
  • 23:31But this gives you sort of an overview
  • 23:33of how these games can sort of build
  • 23:36off each other and creating new
  • 23:39assets in a new new focus in terms
  • 23:41of the health outcome that were.
  • 23:44Targeting
  • 23:47so briefly, this is play test and you
  • 23:51can see that we again using the same
  • 23:54kind of framework and structure have
  • 23:57a home screen which now has its an
  • 24:00older age group that we're targeting.
  • 24:03So this is now 9 through 12th
  • 24:05graders were focused more on health
  • 24:08promotion than risk prevention.
  • 24:10So instead of having a refusal minigame,
  • 24:13we have a persuasion minigame.
  • 24:15In other words, developing skills how to.
  • 24:18Persuade your peers to do healthy things
  • 24:21and in turn kind of reflect that back on
  • 24:25yourself in terms of learning skills on
  • 24:28how to advocate for your own good health,
  • 24:32creating new artwork,
  • 24:33news stories again to build this new game
  • 24:37playtest has gone through pilot testing,
  • 24:39which was very successful in
  • 24:42terms of demonstrating sort of
  • 24:44the general usability of the game.
  • 24:46We also we.
  • 24:48Had enrolled 26 teenagers in the pilot
  • 24:51study and followed them for about 6
  • 24:54weeks and within that six weeks actually
  • 24:57two teens who had not been tested
  • 25:00for HIV went and got tested for HIV.
  • 25:04So obviously very small numbers,
  • 25:06but sort of preliminary impact.
  • 25:08We then subsequently just completed
  • 25:10a randomized control trial with
  • 25:13about 300 teenagers in school based
  • 25:16health centers in Connecticut to
  • 25:18test the efficacy of play test.
  • 25:20And remarkably,
  • 25:22despite the pandemic actually
  • 25:24were able to complete.
  • 25:27Six month outcomes,
  • 25:28which was our target outcome period
  • 25:31and 92% of our participants,
  • 25:33so that was that was a challenge, but.
  • 25:37But we met it.
  • 25:40And then smokescreen as I mentioned,
  • 25:42is the game that we developed with
  • 25:45support from the NIH and from the
  • 25:48CVS Health Foundation that focuses
  • 25:50on vaping and smoking prevention.
  • 25:53All of our games are available on the web.
  • 25:56Smoke screen is also available on both
  • 25:58of the app stores and in part because
  • 26:01of our partnership with CVS Health and also,
  • 26:04I think because of the game
  • 26:06being on the app stores,
  • 26:08we have to date reached about 250,000 teams.
  • 26:12With smokescreen.
  • 26:15And smokescreen is part of CVS Health.
  • 26:19Be the first tobacco free generation.
  • 26:21Their focus on really providing
  • 26:24education and prevention
  • 26:25interventions around smoking and
  • 26:27then subsequently vaping this game.
  • 26:30You know,
  • 26:31went through a number of different
  • 26:34iterations really just to keep up with
  • 26:37the evolving epidemic that E cigarettes
  • 26:40and vaping became so we had to continually,
  • 26:44you know.
  • 26:44Seemed content an update things
  • 26:46to just keep keep with what was
  • 26:49happening in the world around us.
  • 26:54And I focus a lot about,
  • 26:56you know on on the development process,
  • 26:59which is obviously key
  • 27:01and very labor intensive.
  • 27:02But we also do evaluate
  • 27:04these games rigorously.
  • 27:06We've now conducted two large scale
  • 27:08randomized control trials as well
  • 27:10as a large field study and with the
  • 27:13upcoming play Smart Game we will
  • 27:15also conduct a randomized control
  • 27:17trial so to be able to demonstrate
  • 27:20the impact in the areas of attitudes,
  • 27:23knowledge, behaviors, intentions.
  • 27:24Self efficacy is absolutely critical.
  • 27:27Again, the focus of serious games is not
  • 27:30only that they are fun and engaging,
  • 27:32but that they actually accomplished
  • 27:34something, and so we we focus on,
  • 27:37you know,
  • 27:38evaluating those in you know those
  • 27:40outcomes and doing it for a long
  • 27:43enough period of time that we can
  • 27:45actually capture that impact.
  • 27:50The other part of this though,
  • 27:52as I mentioned, you know the these.
  • 27:54These digital tools need to be
  • 27:56engaging and they need to be fun.
  • 27:58Is that we also collect a lot of
  • 28:00data on the gameplay experience.
  • 28:02We want to make sure that kids in
  • 28:05these studies are playing games
  • 28:06and also find out just what they,
  • 28:09what their experience has been.
  • 28:10So this is data we we pretty much
  • 28:13collect this data on each of our games.
  • 28:15This is data from the first
  • 28:18play forward game.
  • 28:19And you can see they played.
  • 28:21This is over a course of about six weeks,
  • 28:24paid on average,
  • 28:25about 10 hours over 10 sessions.
  • 28:27So about an hour per session an when
  • 28:29we talked to the kids who were in the
  • 28:32play forward arm about their experience.
  • 28:34The majority of them talked with
  • 28:36their friends about the game.
  • 28:38The vast majority of of them,
  • 28:40like the way the game look,
  • 28:42enjoy playing the game and thought
  • 28:44it was challenging reported that
  • 28:46they felt responsible for the
  • 28:47choices they made in the game,
  • 28:49which is really critical in
  • 28:51terms of trying to make.
  • 28:53That translation between kind of the
  • 28:55virtual experience and their real world.
  • 28:58And similarly close to 80% reported
  • 28:59that they would make decisions in real
  • 29:02life as they had made them in the game.
  • 29:04Again with this focus on.
  • 29:06We want to see their healthy decision
  • 29:10making move from the game too.
  • 29:12Go to the real world.
  • 29:17We further just looked and this is
  • 29:19this is an area that I think deserves
  • 29:21a huge amount of exploration just to
  • 29:24sort of really drill down a little bit
  • 29:26more on how to tailor these games in
  • 29:28a way that they'll be most effective.
  • 29:30So we looked at some gender differences
  • 29:32and again this was really just sort
  • 29:34of a first pass and again with the
  • 29:36Playford game we found that girls
  • 29:38were more likely to report that
  • 29:39they would play the game again.
  • 29:41This is girls versus boys were more
  • 29:43likely report that they like the game.
  • 29:45And were more likely to report that
  • 29:47they tell their friends about the game.
  • 29:49Interestingly,
  • 29:50boys reported that they felt more
  • 29:51connected to the character characters
  • 29:53in the game and also reported
  • 29:55there were more likely to report
  • 29:57being frustrated with the game.
  • 29:58So I think it's it's an interesting.
  • 30:01There's a.
  • 30:02There's a whole area in game design that
  • 30:05focuses on games being challenging enough
  • 30:09and frustrating enough in a good way.
  • 30:12So that but not not too much so,
  • 30:14so that they're not too easy,
  • 30:16and they're not too hard,
  • 30:18so some of this feedback was
  • 30:19really interesting,
  • 30:20and I I found particularly that it was
  • 30:22interesting to see that that the boys felt
  • 30:25more connected with their characters.
  • 30:27And something to potentially
  • 30:29build on in future interventions.
  • 30:32So notably, we as I mentioned,
  • 30:34we, you know,
  • 30:35we really do focus on getting our work
  • 30:38out there and not only the outcomes,
  • 30:40but also the process.
  • 30:42So we have published extensively
  • 30:43on our process and extensively
  • 30:45on our outcomes to really,
  • 30:47you know,
  • 30:48be able to describe some of the
  • 30:50models that we've created on how
  • 30:52to design and develop these games,
  • 30:55as well as how to evaluate them.
  • 30:57And I feel like that has made a very
  • 31:00important contribution to the to the field.
  • 31:03That is,
  • 31:03you know really been expanding and becoming,
  • 31:06you know,
  • 31:07much more prominent in the area
  • 31:10of serious games.
  • 31:12So I'm going to talk a little bit
  • 31:15specifically about our most recent game,
  • 31:17which is play smart,
  • 31:18which is funded by night I,
  • 31:20which I mentioned before with
  • 31:21because we were deep in the
  • 31:23throes of this specific game.
  • 31:25I also have to say that you know
  • 31:27I before I started working.
  • 31:2912 years ago,
  • 31:31really focusing my my research on
  • 31:33prevention with a younger population I spent.
  • 31:36A number of years doing
  • 31:39clinical research with adults.
  • 31:41More ranch treatment models and
  • 31:44specifically treatment models
  • 31:45regarding substance use disorders
  • 31:47and very specifically opioid use
  • 31:49disorder and so to be able to
  • 31:51do this work as part of the heel
  • 31:53initiative was really quite frankly,
  • 31:55a dream come true for me because
  • 31:58this is an area that I really wanted
  • 32:01to focus on for many, many years.
  • 32:04In terms of designing and developing
  • 32:06an intervention around preventing
  • 32:08opioid misuse in a younger population.
  • 32:10So this is play smart.
  • 32:12This is our most recent game,
  • 32:15again funded through the National Institute
  • 32:17on Drug Abuse and their Heal initiative,
  • 32:20and this is a five year grant looking
  • 32:22at preventing initiation of opioid
  • 32:24misuse in adolescence in conjunction
  • 32:26with school based health centers.
  • 32:28And as you'll see,
  • 32:30it's sort of a multi phase fairly complex.
  • 32:34Proposal and has been going along
  • 32:37actually pretty well to date,
  • 32:39so this is this is play smart and the
  • 32:43game we finished development of the game.
  • 32:47In April and so we are now
  • 32:49moving into the next phase,
  • 32:51which I will discuss,
  • 32:53but again, as I talked about,
  • 32:55we started with the formative work
  • 32:57and this game was no different,
  • 33:00so we had the joy of starting our
  • 33:03formative work in the you know,
  • 33:05at the beginning and through the height or
  • 33:08one of the heights of the COVID-19 pandemic.
  • 33:12So this work began in February of 2020.
  • 33:16And we ultimately ended up conducting
  • 33:18all of the most, if not all,
  • 33:21of this work virtually, which is a real.
  • 33:25You know a real kudo to my team for being
  • 33:28able to complete so much work under
  • 33:31obviously such challenging circumstances
  • 33:33that we all had to function under.
  • 33:36So this formative work was completed
  • 33:38between February and June 2,
  • 33:402020.
  • 33:41We conducted 16 focus groups
  • 33:43with a total of 84 participants.
  • 33:46That included seven focus groups
  • 33:48with adolescents who reported
  • 33:49not having tried opioids before.
  • 33:511 focus group with prevention specialists
  • 33:53who are folks who were now working in
  • 33:56the prevention field but also many of
  • 33:59them were in recovery by Focus Group
  • 34:01with school based health alliance.
  • 34:03Our national partner,
  • 34:04adult affiliates and three with.
  • 34:07School based Health Alliance youth leaders.
  • 34:10And then we also conducted 6
  • 34:12interviews with providers who were
  • 34:14working with patients who were in
  • 34:17treatment for opioid use disorder.
  • 34:20And you know this ended up being a
  • 34:24very compelling and rich experience.
  • 34:27The idea of sort of talking with
  • 34:29adolescents who had not tried
  • 34:31opioids and could sort of be looking
  • 34:34forward and thinking somewhat.
  • 34:36Sort of theoretically about
  • 34:38what struggles there might be.
  • 34:40But then speaking with prevention
  • 34:42specialists who were, you know now,
  • 34:44young adults and adults who really,
  • 34:46you know where they you know
  • 34:49they contributed,
  • 34:50was to be able to share with us.
  • 34:53You know,
  • 34:54their stories an what they had gone through,
  • 34:57an what they might.
  • 34:58Say to their their former 16 year old
  • 35:02self so that we were really sort of
  • 35:05able to capture stories going forward.
  • 35:08Stories going back,
  • 35:09talking to younger folks,
  • 35:11older folks, and so this.
  • 35:13This provided incredibly
  • 35:14valuable formative work,
  • 35:15and I'm I'm very grateful to those folks,
  • 35:18for you know, for participating
  • 35:21and sharing their stories with us.
  • 35:24This allowed us to identify
  • 35:26these nine salient themes,
  • 35:28which included things such as,
  • 35:30you know, really helping you know.
  • 35:34Kids to be able to identify
  • 35:36opioids and what they were
  • 35:38what their risk of harm was.
  • 35:40What kids believe their
  • 35:41risk of harm was a specific
  • 35:43focus on prescription opioids.
  • 35:45Different modes of learning that might be.
  • 35:48You know, most important for for this.
  • 35:51For this game the accessibility of opioids.
  • 35:53Reasons to miss you to music misuse,
  • 35:56opioids issues around mental health and
  • 35:58support systems and in place and then.
  • 36:01Sort of general ideas around how
  • 36:03a video game might address and
  • 36:06capture all these different themes.
  • 36:11And so where we landed was obviously
  • 36:13on a on a, you know a dedicated focus
  • 36:16on addiction and and also a very
  • 36:19substantial focus on mental health.
  • 36:21You know as we know these these travel
  • 36:24together and it did not feel like we
  • 36:27could address issues around substance
  • 36:29misuse and an addiction and not have a
  • 36:32heavy focus on mental health as well.
  • 36:34And so play smart again is focused
  • 36:37on preventing opioid misuse in
  • 36:39adolescence and is grounded in.
  • 36:41Theory of planned behavior,
  • 36:43social learning theory,
  • 36:44self efficacy and message framing,
  • 36:47and these were the stories and many
  • 36:50games that we ended up with based
  • 36:53on all of that formative work based
  • 36:56on the literature science to date,
  • 36:59and the stories.
  • 37:00Again, as with all of our games,
  • 37:03make up the narrative content,
  • 37:05we have a story on sort of discussions
  • 37:09with the dentist about paying.
  • 37:11Management and wisdom tooth extraction,
  • 37:14which is a very common way that
  • 37:17kids are introduced to opioids.
  • 37:19After a dental procedure.
  • 37:21Story on peer to peer relationships and
  • 37:25dealing with a friend who is struggling
  • 37:28with a possible problem with addiction.
  • 37:32Substance use in the setting of a
  • 37:35party scene concerns about substance
  • 37:36use in a more intimate relationship.
  • 37:39A love relationship.
  • 37:41Concerns about misuse and overdose
  • 37:44specifically around family members,
  • 37:46who you know are taking medications
  • 37:50for medical reasons.
  • 37:52And then a focus on mental health
  • 37:55specifically around helping.
  • 37:57Uh, sort of helping.
  • 37:59Advocating for yourself when you
  • 38:01when you need to have some have
  • 38:03some mental health help and so
  • 38:06those are stories are mini games,
  • 38:08which typically are based
  • 38:10in powers and senses.
  • 38:11Focus on skill development and so we
  • 38:14have one that focuses on assessing
  • 38:16risk and perception of a risk of harm.
  • 38:19One on managing stress,
  • 38:21one on knowledge and sort of
  • 38:23factual information and interactive
  • 38:25game using social media to.
  • 38:27Sort of.
  • 38:28Help kids learn how to ask and
  • 38:30answer questions and also how to do
  • 38:33that in a non stigmatising manner.
  • 38:36Future sense,
  • 38:37which again helps build this sort
  • 38:39of sense of future orientation
  • 38:41and then refusal power.
  • 38:43Again,
  • 38:43sort of how to negotiate or
  • 38:47refuse risky situations.
  • 38:49And so this is play smart was went
  • 38:52through development between April 2020.
  • 38:54In March 2021.
  • 38:55Again a huge shout out to my team
  • 38:58who kind of lived and breathed
  • 39:00us for 24/7 for that time period
  • 39:03and and you can see the stories
  • 39:05that circle the character that you
  • 39:07know that the player can create.
  • 39:09And then the skill based mini games.
  • 39:14And so this is sort of the
  • 39:17home screen of play smart.
  • 39:20So this is where we go from here.
  • 39:23As I mentioned,
  • 39:25this is a complex and comprehensive project.
  • 39:28We finished game development.
  • 39:29We conducted a pilot study in April,
  • 39:33so last month with 33 adolescents
  • 39:35this was actually done nationally,
  • 39:37all virtually and we had those
  • 39:40in groups pilot test the game,
  • 39:43provide feedback.
  • 39:43There were nine playtesting
  • 39:45groups that were conducted,
  • 39:47and rate range in length from.
  • 39:50Hour and a half to 4 1/2 hours.
  • 39:53So we will then take that
  • 39:55feedback from the pilot study.
  • 39:57We've also received very solid
  • 39:59feedback from partners at
  • 40:00the night of Science Policy.
  • 40:02Branch Ann will package it out.
  • 40:04That feedback to give to Shell
  • 40:07games will modify the game.
  • 40:09Provide us with a final game by July.
  • 40:13And then we'll begin to randomized
  • 40:15control trial in September of this
  • 40:18year where we will enroll 532
  • 40:20adolescents from 10 Connecticut High
  • 40:22School School based health centers to
  • 40:25evaluate the efficacy over two years
  • 40:27through a randomized control trial.
  • 40:29At the same time,
  • 40:31we are in the process of
  • 40:33recruiting 15 high school school
  • 40:36based health centers nationally.
  • 40:38So and diversely in terms of
  • 40:40different from different geographical
  • 40:42locations with different populations.
  • 40:45Areas that have a different
  • 40:47experience around the opioid,
  • 40:49epidemic and will work with those
  • 40:53partners around implementation strategies
  • 40:55for implementing the game in their sites.
  • 40:58Collecting specifically using an
  • 41:00implementation science framework
  • 41:02to collect data around successful
  • 41:05implementation strategies and at the
  • 41:07same time will also be collecting cost.
  • 41:10Data to do an economic evaluation.
  • 41:12This is all in conduct conjunction with
  • 41:15the other nine prevention research projects.
  • 41:17Anna Coordinating Center that is
  • 41:19coordinating all of these projects
  • 41:22so we will have a lot of overlapping
  • 41:24data with the other nine programs
  • 41:26and harmonize that data so it
  • 41:28should be a very rich data set.
  • 41:33So this is kind of where we've landed with.
  • 41:37Again with this building.
  • 41:39This play forward prevention platform and.
  • 41:42Creating these games,
  • 41:43building 1 after an off of the one
  • 41:46before with different outcomes,
  • 41:48different age groups and has,
  • 41:50you know, allowed us to do this
  • 41:53somewhat economically and stealthily,
  • 41:55but also really taking the assets
  • 41:57from each game and building
  • 42:00off to create the next.
  • 42:02And, you know,
  • 42:03even better game intervention.
  • 42:07So just to conclude,
  • 42:08so I think we have found that video games
  • 42:11are engaging in delivering risk prevention.
  • 42:13Health promotion meeting teams where
  • 42:15they are and where they want to be,
  • 42:17which really has felt like 9/10 of the
  • 42:20battle is to just meet them where they are.
  • 42:23The play forward prevention platforms
  • 42:25terms is an effective and sustainable
  • 42:27program for developing new game
  • 42:29interventions to target new outcomes.
  • 42:31New populations in new settings.
  • 42:34And I think our games uniquely
  • 42:36target some of the most critical
  • 42:38health outcomes in adolescence.
  • 42:39There's obviously many other places to go,
  • 42:41which I will also share with you
  • 42:43quickly and lend themselves to further
  • 42:45modification to address the issues,
  • 42:47these issues and others in adolescence
  • 42:49in different parts of the country
  • 42:52in different parts of the world.
  • 42:54And so some of the next steps and
  • 42:57again thinking about different areas.
  • 42:59So we're looking at focusing on
  • 43:01substance use and mental health
  • 43:03promotion and specifically around
  • 43:05suicide prevention and adolescence.
  • 43:07We were looking at the impact
  • 43:09of family connectedness,
  • 43:10race,
  • 43:11ethnicity on adolescent substance use
  • 43:12and also sort of interesting Lee.
  • 43:15The use of digital biomarkers
  • 43:17potentially derived from the gameplay
  • 43:19data we collect as a predictive
  • 43:21tool for adolescent substance use.
  • 43:23We are looking to create a video
  • 43:25game intervention around race,
  • 43:26ethnicity and the impact
  • 43:28on health disparities.
  • 43:30And also looking at the impact of board
  • 43:32games and specifically the most recent
  • 43:35one play smart on stigma around mental
  • 43:37health and addiction in adolescents.
  • 43:40And could these games be really used
  • 43:42as a way to destigmatize some of this
  • 43:45content and these topics with adolescents
  • 43:48an with adults who work with adolescents?
  • 43:51And then finally we are looking to
  • 43:54adopt and implement our smokescreen
  • 43:57game for tobacco use in Kenyon
  • 43:59High School adolescence.
  • 44:01So let's do and not enough hours in the day,
  • 44:05but just wanted to say thank
  • 44:07you to all of our partners.
  • 44:09Again,
  • 44:10this is a major team effort,
  • 44:12could not be done without,
  • 44:14and it's been incredibly rewarding
  • 44:16and an and fun to do this so.
  • 44:19And thank you to all of you for listening.
  • 44:27Thank you so much.
  • 44:33Would you mind?
  • 44:36Would you mind Lynn just stopping
  • 44:38your share so that people come?
  • 44:41Come on line, if they want I
  • 44:43see at least one of your many,
  • 44:46many collaborators on the screen.
  • 44:48So maybe that collaborator wants to speak.
  • 44:53Gucci I'm looking at you.
  • 44:59Thank you for putting
  • 45:00me on the spot.
  • 45:07It's been an incredible year, I think.
  • 45:10Working with Lin and trying to
  • 45:13develop research interests and just.
  • 45:15I'm using games as a platform
  • 45:17of meeting kids where they are.
  • 45:23And thinking about this whole
  • 45:25potential of what we can do
  • 45:27with the with the game data,
  • 45:29how can we incorporate the
  • 45:31things that we know are useful in
  • 45:34terms of family relationships?
  • 45:37And how can we understand how those
  • 45:39can help us with engaging youths and
  • 45:41also addressing some of the risk
  • 45:44that exists at the family level?
  • 45:46So those are some of the things that I
  • 45:49will be looking to understand with Lin.
  • 45:52Mentoring the other thing that
  • 45:54we're thinking about is that you
  • 45:56know we get a lot of information.
  • 45:59From the way from from kids
  • 46:01playing their games and.
  • 46:03Can we use that information to think about?
  • 46:07When we might be able to like
  • 46:09catch kids early and develop
  • 46:11and deliver early intervention.
  • 46:13So Lynn was talking about the
  • 46:15idea of digital biomarkers.
  • 46:17And how what kids do on
  • 46:20their games might represent?
  • 46:24Cognitive deficits, for example.
  • 46:27And how that might help us to
  • 46:29identify kids who are immediate
  • 46:30risk and deliver intervention.
  • 46:32So it's very exciting and I'm
  • 46:34looking forward to all the things
  • 46:36that we might be able to like.
  • 46:38Learn from this process.
  • 46:43Thank you Jay, and I mean I think one of
  • 46:45the best parts of this work is learning
  • 46:48like Blue Jays taught me so much.
  • 46:50So you know, you gotta keep learning
  • 46:52and it's it's just great to be able to
  • 46:55work with folks that that teach you.
  • 46:57Things that are not your area of expertise
  • 47:00on that is a constant experience,
  • 47:02which is wonderful.
  • 47:06When I I see on the screen,
  • 47:08dear friend of the Child Study Center,
  • 47:10who we don't see often.
  • 47:11She's in the library very studiously.
  • 47:14So Hillary, do you want to say
  • 47:16something and so great to see you?
  • 47:20Well, thanks for the call out.
  • 47:24But but that was a great presentation.
  • 47:27Len, and it's been really exciting to
  • 47:29start to work with you and Claudia around
  • 47:32some of the suicide prevention work.
  • 47:34That's something I've you know,
  • 47:36collaborated with Andreas and others
  • 47:37in the Child Study Center on as well.
  • 47:40I don't know if you wanted to
  • 47:42say a word about that or.
  • 47:46Yeah, I mean I think it's it's.
  • 47:48And again I think the the what I found so
  • 47:51rewarding about this work is is really,
  • 47:54you know, is creating this space
  • 47:56where people can bring their areas of
  • 47:59expertise and interest so you know Uche,
  • 48:01you know, bringing sort of her expertise
  • 48:04around family you know and you know.
  • 48:06And then digital biomarkers which
  • 48:08I had not even known about.
  • 48:10You know to to to use this platform to
  • 48:13explore those things or Claudia, you know.
  • 48:16Claudia Fernandez,
  • 48:17who's in my lab for the last
  • 48:20almost four years now,
  • 48:21who is very focused on mental health
  • 48:24and suicide prevention and again to
  • 48:27bring her expertise to this platform
  • 48:29to think about building a game
  • 48:31that could really help you know,
  • 48:34provide you know information and skill
  • 48:36building for younger teens around, you know,
  • 48:39you know around suicide prevention,
  • 48:41how to you know?
  • 48:42You know how to help peers or how to
  • 48:46advocate for yourself so so it's really,
  • 48:48you know.
  • 48:49Sort of feels limitless in terms of
  • 48:52where the applications can come from,
  • 48:55but having people who have their
  • 48:57own interests and expertise
  • 48:58is absolutely invaluable,
  • 48:59because with Claudia you know a shout out.
  • 49:02I don't know if she's she's on this call,
  • 49:06but her her experience in education.
  • 49:09It is really I found, really,
  • 49:11you know, remarkably helpful and
  • 49:13informative and really valued in this.
  • 49:16Right, right and again that you know
  • 49:19it comes back to that collective brain.
  • 49:21As you know, I I,
  • 49:23I think I've ended up seeing myself
  • 49:25as a really fabulous organizer.
  • 49:27You know, like I'm really good at
  • 49:29nagging and organizing people,
  • 49:31but everybody else brings in these,
  • 49:33you know these assets that.
  • 49:35You know that just make it,
  • 49:37you know, make it happen.
  • 49:39Honestly, you know,
  • 49:40make it happen and happen well so
  • 49:42it's been great to be a part of it.
  • 49:47Thank you.
  • 49:50Other questions. Doctor
  • 49:53Cardona you had texted me a question. Do you
  • 49:56want to share it? Sure, Lynn.
  • 49:59It's just so inspiring to see your
  • 50:01work evolve in just this astronomical,
  • 50:04impactful manner.
  • 50:05In such a short period of time,
  • 50:07it might feel for you like,
  • 50:10well over a decade.
  • 50:12But it feels like a blink
  • 50:14from where where you began,
  • 50:16an and the tremendous mental health
  • 50:18and health impact that you're having,
  • 50:21and particularly impact in terms of health.
  • 50:24Equity, so I want to also let the group
  • 50:28know that your Co director Kim safety,
  • 50:32you know she.
  • 50:33She's also a wonderful,
  • 50:35wonderful partner and collaborator and Xi'an.
  • 50:38I an address an Rebecca Kennedy
  • 50:41are in the very baby steps of
  • 50:44creating a prototype for a
  • 50:46game to teach little children,
  • 50:49DBT skills and as you might know,
  • 50:53DBT is a very inaccessible.
  • 50:55Form of treatment.
  • 50:56It's a very effective form of treatment,
  • 50:59but it's a high intensity,
  • 51:01high requirement form of
  • 51:03treatment has barriers to access,
  • 51:05and so by exploring the gaming
  • 51:07format we hope we can really tackle
  • 51:09this problem of dissemination,
  • 51:11and particularly for little children,
  • 51:13DBT was developed for adolescents
  • 51:15an as adults.
  • 51:16As you well know,
  • 51:18and so we're looking to adapt DBT for
  • 51:21little children within our settings,
  • 51:23we're going to try with the most.
  • 51:26Challenging populations that we
  • 51:27hope to pilot on Winnie one and
  • 51:30also our Children's Day hospital.
  • 51:32So we're going to start with the most
  • 51:35challenging children we can imagine,
  • 51:37and we're really excited to partner
  • 51:40with you and Kimberly on this project.
  • 51:43And also a shout out to the Yale
  • 51:45Child Study Center Faculty Development
  • 51:47Fund that has provided some seed
  • 51:50money for this project as well.
  • 51:52So all good stuff is coming to you,
  • 51:56Lyn falleen
  • 51:58well and and Full disclosure Laurie
  • 52:00and I have been best friends forever,
  • 52:02but but no I I agree with you and I think
  • 52:06that I mean that is so exciting right?
  • 52:09To think about that application.
  • 52:11I mean there there really is no limit
  • 52:13and and I think the notion of really
  • 52:16reaching kids that you know are are
  • 52:18really challenged and hard to reach.
  • 52:21You know, is I mean,
  • 52:22that's that's what we're here for, right?
  • 52:25So that is just that's fabulous.
  • 52:27And the application is just.
  • 52:30Is so important and I think
  • 52:33has such potential so.
  • 52:35Now think teaching self
  • 52:37regulation through gaming.
  • 52:40Exactly exactly exactly. Hi
  • 52:44Lynn, I want to make a comment and then
  • 52:47I'm on on the batters mount is Ravi Anand
  • 52:50who just wrote a question but he'll turn
  • 52:53his camera on and he'll ask it himself.
  • 52:56But let me just make a comment
  • 52:59following up on what Lori said,
  • 53:01we're doing a lot of work in simulation,
  • 53:04not game simulation but patient human
  • 53:06simulation kind of work and we've
  • 53:09started also dreaming together with.
  • 53:11Kim and we were talking before we started
  • 53:13with Bernice Escolhido in Indiana,
  • 53:15who's a major player in the area of
  • 53:17stigma and with other colleagues
  • 53:19about how to bring the work that
  • 53:21we're doing in simulation and large
  • 53:24randomized control trials.
  • 53:25Together with gamification,
  • 53:26I haven't quite figured the equation,
  • 53:28but I know that there's a lot there
  • 53:31because we know that kids get so into
  • 53:34these games and the way that we can make it.
  • 53:37And if I had time,
  • 53:39I would ask you, but I'll just.
  • 53:42Plug it in your in your ear.
  • 53:44You know I was delighted to
  • 53:46see your partnership with CVS.
  • 53:47I've always wondered about what about
  • 53:50partnering with the guys who really
  • 53:52have the big bucks to do games.
  • 53:53What about with?
  • 53:54You know,
  • 53:55I'm not hip enough to know what's
  • 53:57the game right now,
  • 53:58but what about those guys who
  • 54:00have infinite money and then bring
  • 54:02this mental health component so
  • 54:04it might be my little question
  • 54:06if I may? Yeah, no. And I I may. I may,
  • 54:09I may shift you to a slightly different.
  • 54:12Approach to that and it's it's.
  • 54:14It's funny 'cause I actually was speaking
  • 54:16to her, a writer from The Washington
  • 54:19Post this morning about all of this
  • 54:21and he asked the question which I've
  • 54:23been asked a number of times before.
  • 54:25Which is, you know,
  • 54:27could you just take this content
  • 54:29and this approach to sort of health?
  • 54:32An you know health,
  • 54:34education and and build it to one
  • 54:37of these wildly popular games.
  • 54:39You know, like Fortnite, or you know.
  • 54:44Grand Theft Auto or whatever,
  • 54:46so actually sort of take, you know,
  • 54:48take the vehicle of a very popular game and.
  • 54:52You know, embedded it almost subliminally.
  • 54:54Some of these you know,
  • 54:55positive health components,
  • 54:56and so you know.
  • 54:57I actually got off that call
  • 54:58with him this morning,
  • 55:00and I was saying my nephew
  • 55:01works for Epic Games,
  • 55:02which is a one of those big
  • 55:04game companies thinking, well,
  • 55:05maybe I could get.
  • 55:06Maybe I can get him to do that,
  • 55:09but I think what you're saying is sort of
  • 55:11so that's one way where you'd actually
  • 55:13take their game is kind of a delivery
  • 55:15vehicle for what you want to get out there,
  • 55:17but the flip side is sort of,
  • 55:19you know,
  • 55:20with those with those types of companies.
  • 55:22Be interested in and putting funding
  • 55:25and effort towards actually some
  • 55:27of this game development work.
  • 55:29And it's you know,
  • 55:30it's hard to know.
  • 55:31I think part one of the challenges is that
  • 55:34those games really do take can take years
  • 55:36and years and years to develop and cost,
  • 55:38you know,
  • 55:3910s of 20s of millions of dollars.
  • 55:41But I think there is, you know,
  • 55:43I think there's room for
  • 55:45that type of collaboration.
  • 55:47So more to come.
  • 55:48Thank you I.
  • 55:49I think that our final
  • 55:51question comes from Ravi and,
  • 55:52and so Robbie take it away.
  • 55:54Thank you so much
  • 55:55for that. That was such a great
  • 55:57presentation and it's an area
  • 55:59that I'm going for
  • 56:00then I it. Seems like
  • 56:01you guys have really succeeded at
  • 56:03making these games fun to
  • 56:04play, which I think that's incredible,
  • 56:06because if I
  • 56:07think back to my adolescence,
  • 56:08in teen years, I would be automatically
  • 56:10suspect of anything that was.
  • 56:13Love me by authority, figures,
  • 56:15and especially that you know,
  • 56:16dealt with anything that you know we're
  • 56:18trying to teach me a lesson about how to
  • 56:20live differently that would, you know.
  • 56:22I wouldn't want to have anything
  • 56:24to do with it, so obviously you
  • 56:26guys have really succeeded there,
  • 56:27and I, you
  • 56:28know, I think we've
  • 56:29we've had good insight into all you've
  • 56:31done with the aesthetics, etc. You know,
  • 56:33to kind of appeal to that group,
  • 56:35but I wonder if kind of
  • 56:37like you alluded to the.
  • 56:39Frustration to ease ratio like
  • 56:40what other things have you done
  • 56:42to make these like fun for
  • 56:44kids to just engage with in
  • 56:46the moment you know?
  • 56:48Yeah, yeah, and so that's that's a great
  • 56:51question and I think that that is why
  • 56:54you know we really have partnered with,
  • 56:57you know, a company like Shell Games who
  • 56:59is a commercial game developer who's
  • 57:02developed games for Microsoft for Disney.
  • 57:05And because I I sort of defer to them
  • 57:08for those those parts of things right is
  • 57:12really the game design and so that they.
  • 57:16They do know the the strategies to
  • 57:18make it fun and engaging an and
  • 57:20bringing kids you know kids want to
  • 57:22keep playing and want to come back and
  • 57:25that's that's really a major role that
  • 57:27they play is the mechanics you know.
  • 57:29And they they have crafted mechanics
  • 57:31that accomplished just that.
  • 57:33So that's sort of I think,
  • 57:35the most you know and in part
  • 57:37also you know along the way.
  • 57:39Playtesting with kids and have
  • 57:41having kids give that feedback to
  • 57:44sort of be able to say Oh well.
  • 57:46You know this doesn't really work.
  • 57:47They really are. Co designers,
  • 57:49so between Shell games and input from teams.
  • 57:52I think they sort of are the ones
  • 57:56who really keep that covered so.
  • 57:58Does that answer?
  • 58:00Question, yeah, it's.
  • 58:01It's just really it is.
  • 58:03It is challenging to figure
  • 58:04out how to marry those things,
  • 58:07especially when they're serious.
  • 58:08You know, somewhat sobering, so to speak.
  • 58:10Topics you know that.
  • 58:12I mean, in our current game,
  • 58:14we have an overdose scene.
  • 58:17And you have to figure out how to make
  • 58:19that you know it can't be gratuitous.
  • 58:22It can't be over the top.
  • 58:23It has to be sensitive,
  • 58:25but it also has to drive home the message.
  • 58:28So it's it's a very.
  • 58:29It's a very fine balance, so.
  • 58:31Uhm,
  • 58:32and to disclose if anyone wants
  • 58:35to play any other games just.
  • 58:39Just reach out 'cause we can.
  • 58:41We can give access very easily,
  • 58:43you know through logins and are happy to
  • 58:46share that so very proud of our gains.
  • 58:49As
  • 58:50you should be, thank you so
  • 58:52much Linda. In a pleasure.