"From Virtual to Reality - Playing Social Games: How virtual reality can be used to build a better social brain" The slides from my 2013 presentation at the Highland Park Science Festival.
This presentation discussed how the Center for BrianHealth is using virtual reality with young adults on the autism spectrum to help them build a better social brain. It discusses why video games are such an effective tool and shares some of the results of the research.
30. 63% of parents believe games are a positive part of their
children’s lives.
45% of parents play computer and video games with their
children at least weekly.
31. In the U.S., 99% of boys under 18 and 94% of girls play
games regularly – 19 and 8 hours a week
Welcome
From Virtual to Reality – Playing Social Games
How Virtual Reality can be used to build a better social brain.
a.k.a. Social Brain Training in Virtual Reality
By Carl Lutz
* Young Frankenstein (1974)
Who wants to be smarter? Or, who wants a more powerful brain?
The Center for BrainHealth’s research is focused on this very thing.
* Young Frankenstein (1974)
Your Brain Can Change
Researchers at the Center for BrainHealth are showing that you can rewire your brain to be Smarter and Healthier. Your brain can be more Innovative, more Creative, you can be a better Problem Solver. You can recover from injury, or extend the lifespan of your brain.
Why am I talking about building a better brain?
Our BRAIN is the best weapon we have to combat bullying.
* The Brain from Planet Arous (1957)
Doesn’t Matter What’s in Your Head
You can do this at any age, or any stage of life by changing the way your think and adopting health brain habits.
Love your Frontal Lobes
* This Island Earth (1955)
Sound like a mad scientist?
* Abbott and Costello Meet Dr Jekyll and Mr Hyde (1953)
Research at the Center is focused on ways strengthen and extend the lifespan of our brains.
Ask someone how long they want to live and they might tell you, “As long as I have my mind.”
“Without brain health you we don’t have health” – Dr. Chapman
Moto - “Understand, Protect and Heal the Brain”
“I turn Neuroscience into Video Games”
At The Center for BrainHealth I work with a team of designers, programmers, and neuroscientists to design an build games that can make you brain better
Background in animation and game design
Studied at The Art Institute of Dallas and The University of Texas at Dallas
After Collage I started a game development studio, Acropolis Laboratories Inc., before joining The Center for BrainHealth
Edit – What is Social Cognition
Chapter Slide: Social Cognition Training Strategies or Social Smart
What are the Strategies for the Social Brain?
Emotions
Your ability to recognize and regulate your emotions
* Kathleen Hughes
Empathy
The ability to recog, understand and respond accordingly
* Young Frankenstein (1974)
Social Rules
Eye contact, personal space, taking turns. Dress, conversation topics
* Batman and Robin (1949)
Chapter Slide: Social Cognition Study Details
Participants
Pediatric Group (7-16yrs)
Young Adult Group (17-40yrs)
Study Components
Social-Cognitive Assessments with Brain Imaging
Strategy Based Virtual-Reality Social Cognition Training (10 Sessions ~ 5 weeks)
How the brain learns
Chess Example: You can tell someone the rules to chess, but until they have practiced applying the rules they will not be able to be successfulGolf is another good example. You could read every book written on golf and still not master the game.
The social brain learns the same way:
Social Example: Anyone walk out of their very first job interview and say to themselves, “Nailed it!”? Or how about your first date?
So we need a safe place for the social brain to learn to deal with bullying…
* The Seventh Seal (1957)
How can you practice social Strategies?
There are two traditional ways to practice a social skill like a job interview or dating
Roll play
Throw your self out there
Role Play
Real time feedback
Safe
Unrealistic
* Some Like it Hot (1959)
Throw your self out there
Realism - Real emotions
Not safe
No feedback
* Assignment Outerspace (1960)
Real-time Feedback
A coach can be in the Scenario with you providing feedback needed to learn.
* The Mark of Zorro (1940)
Suspension of Disbelief
Feel the same emotions as real life
* The Boy and the Pirates (1960)
Safe to Fail or Better than Safe
It is OK to fail in side a videogame
When it is OK to fail we are willing to try new things and experiment. This leads to innovation and learning.
* Young Frankenstein (1974)
Challenge
Michael Jordan sounds like he’s not trying very hard. Multiply that by 10 to get my Modern Warfare 3 stats.
Gamers crave challenge. The greater the challenge the greater the reward.
The scenarios are never the same twice.
* The 7th Voyage of Sinbad (1958)
Accessibility
You can practice from anywhere.
* It! The Terror from Beyond Space (1958)
Flexibility
You can change the scenario, the location, and who you are dealing with and try again.
Focus Or Flow
- Ever have to call someone’s name multiple times to get there attention while they are playing a video game?
* The Day the Earth Stood Still (1951)
Fun
Your brain is more primed to learn/change with you are having fun.
When you are over anxious your mind can block you from learning.
Having fun with others = Social reward
* Modern Times (1936)
Video Games are King!
When it comes to a safe place to practice dealing with a bullying and build your SOCILAL BRAIN, Games/Virtual Reality are King.
* King Kong (1933)
10,000 hours of gaming by the age of 21.
The average game player has been playing games for 13 years.
78% of gamers report that they vote in most of the elections for which they are eligible.
93% of gamers report reading books or newspapers on a regular basis.
62% consistently attend cultural events, such as concerts, museums, or the theater.
50% of gamers are regularly involved in creative activities, such as painting, writing, or playing an instrument.
94% of Adult gamers following news and current events.
10,000 hours of gaming by the age of 21.
The average game player has been playing games for 13 years.
78% of gamers report that they vote in most of the elections for which they are eligible.
93% of gamers report reading books or newspapers on a regular basis.
62% consistently attend cultural events, such as concerts, museums, or the theater.
50% of gamers are regularly involved in creative activities, such as painting, writing, or playing an instrument.
94% of Adult gamers following news and current events.
10,000 hours of gaming by the age of 21.
The average game player has been playing games for 13 years.
78% of gamers report that they vote in most of the elections for which they are eligible.
93% of gamers report reading books or newspapers on a regular basis.
62% consistently attend cultural events, such as concerts, museums, or the theater.
50% of gamers are regularly involved in creative activities, such as painting, writing, or playing an instrument.
94% of Adult gamers following news and current events.
10,000 hours of gaming by the age of 21.
The average game player has been playing games for 13 years.
78% of gamers report that they vote in most of the elections for which they are eligible.
93% of gamers report reading books or newspapers on a regular basis.
62% consistently attend cultural events, such as concerts, museums, or the theater.
50% of gamers are regularly involved in creative activities, such as painting, writing, or playing an instrument.
94% of Adult gamers following news and current events.
We have applied the principals to a Virtual Reality named Virtual Gemini.
Gemini = Twin
Used for practicing navigation of difficult social situations
Looking at using it with soldiers including Navy Seals, with TBI, and for cultural training
* Young Frankenstein (1974)
Video of intervention
Virtual Gemini stats
Engaged with friends more.
Engaged with more friends.
Everyone showed significant improvement in social cognition.
Important take away: partisipants have reengaged or engaged socially
Brain Scan Image –
In five weeks there was a significant improvement in brain activity
Before, after, after - before
Clark’s Story
We already use game to strengthen our bodies.
Console games like Wii Fit turn our living rooms into gyms.
Where are the game that function as gyms for our brains?
Where could it benefit us to make life more like a videogame?
How could School be more like a video game?
We have videogames to help cure disease, fight climate change, and affect social change through out the world.
When you leave here think about all the good that could be done if every day was more like a video game.
What’s next?
Now that we know how powerful an impact Virtual Reality combined with SMART can be, where is the Center looking to go next.
In conclusion, your brain is as powerful as you make it. If you don’t stress your brain with multi-tasking, and focus on one to two tasks a day you will build a more powerful brain.
* The Gamma People()
Question and Answer time.
* Young Frankenstein (1974)
Thank you.
* The Artist (2011)
Thank you to the Oak Cliff Chamber of Commerce for having me.