Newsletter
December, 2004
Inside
Self-Esteem Games
Our
Book in Preparation – Send us your observations and stories!
We’re in the process of writing a book on self-esteem and habits
of thought, and we would appreciate your help! We are hoping to gather
together people’s stories, anecdotes, and observations about self-esteem.
Our plan is to organize them around some of the major questions being
studied by psychologists, for example:
“Where do high and low self-esteem come from?”
“Why does low self-esteem feel so bad?”
“What habits of thought are involved in low and high self-esteem?”
"How do different types of relationships affect self-esteem, and
vice versa?"
We will then publish them, along with reviews of recent scientific research,
in a book and on our website, for others to read about. If you have
an observation about any aspect of self-esteem, or a story to tell,
we would love to hear from you using a special form on our website.
Anything from one sentence to a half-page would be happily received.
All submissions will be anonymous. Thanks!
Here
is a link to the form, with additional information:
www.selfesteemgames.mcgill.ca/research/stories.htm
Eye
Spy: The Matrix
In feedback to us several people raised the question of whether the
effects of playing our games would extend into “real life,”
or might be limited to very short term effects in the laboratory. To
test this question we asked working people to do the Eye Spy exercise
every workday morning for five minutes, over a 5 day period. People
who started the week with low self-esteem were most helped by the game
– by the end of the week their self-esteem was almost as high
as that of people who started out with high self-esteem. We are encouraged
by these findings. We are preparing an article reporting these results
for publication, and we plan to continue testing the games in a real-world
context.
Wham! Self-Esteem Conditioning Game
We are currently collecting data for a new study on the effects of the
Wham! Self-Esteem Conditioning Game among children aged 10-14. In this
study we are using drawings of faces showing smiles and frowns. Preliminary
analyses show that children who play Wham! show higher levels of self-liking
compared to children who play a placebo version of the game.
Online
Research
During
the summer, we launched our first online study in which nearly 600 people
participated! The study looked at the relationship between self-esteem,
attachment, and internal models of the self and other. We are very appreciative
of the overwhelming interest and support we had for this study. The
study was just recently completed, and we plan to post our findings
on the website in February. A very big THANK YOU to everyone who participated
in this study!
In
the coming weeks and months we plan to launch more online research,
so if you feel like participating in self-esteem science, check the
website periodically.
Conference Presentations
At
the end of January the Self-Esteem Games team will be presenting findings
from our most recent studies at the annual conference of the Society
for Personality and Social Psychology in New Orleans, USA.
Thanks,
and best wishes for a happy 2005!
Newsletter
June, 2004
Inside
Self-Esteem Games
Thank
you!
Thank you to everyone who has visited our website,
sent us feedback, and signed up for our email list! Thanks also to all
who brought to our attention the coverage our research has been getting
in the online media, from ABCnews.com to Spiegel to the BBC and The
Hindu. More stories are coming out soon in Business Week and Health
magazines. The response has truly been overwhelming and we are very
happy that so many people are interested in our research, and our games.
Eye
Spy: The Matrix
We’re
listening! Many people commented on the fact that the faces in Eye Spy
were not randomized. Well we’ve fixed that! We’ve also added
some feedback to the end of the game telling you how long it took you
to complete. Try out the new version of the game here.
Wham!
Self-Esteem Conditioning Game
Several
people mentioned that some of the “other” information paired
with frowning faces was their own (e.g. for people named “George”
or “Margaret”) or significant to them (e.g. their daughter’s
birthday). We are looking into ways to deal with this issue and hope
to fix it in the near future. For now, we’ve corrected the programming
so that if YOUR name/birthday happens to be one of the “other”
names/birthdays it will no longer be paired with a frowning face. We’ve
also added feedback information at the end of the game to help you improve!
Try out the new version of the game here.
Grow
Your Chi
The Grow Your Chi game still has a few bugs in
it and we are grateful to everyone who has brought many of them to our
attention! We’re hoping to fix these shortly.
Things
to Watch Out For
We’re in the process of updating of database
of faces! We hope to be able to provide a separate group of faces for
each of our three games.
We
have started to launch some ONLINE RESEARCH! If you feel like participating
in self-esteem science, click here.
Press
Release May 6th, 2004
Can
computer games help raise self-esteem? Absolutely. In a world-first
study, researchers from McGill University’s Department of Psychology
have created and tested computer games that are specifically designed
to help people enhance their self-acceptance.
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
Playing
games for self-esteem
McGill scientists design world-first: computer games
that enhance self-acceptance
Can
computer games help raise self-esteem? Absolutely. In a world-first
study, researchers from McGill University’s Department of Psychology
have created and tested computer games that are specifically designed
to help people enhance their self-acceptance.
Available
for public consultation at www.selfesteemgames.mcgill.ca,
the games have catchy names such as Wham!,
EyeSpy: The Matrix and Grow
Your Chi. All three games were developed by doctoral students from
McGill’s Department of Psychology: Jodene Baccus, Stéphane
Dandeneau and Maya Sakellaropoulo, under the direction and supervision
of Mark Baldwin, an associate psychology professor.
The
team’s first research results on Wham! will be published in the
peer-reviewed journal, Psychological Science in July. Publication of
research on EyeSpy: The Matrix is forthcoming in the Journal of Social
and Clinical Psychology. (Please see attached for further game and study
descriptions).
Research
goals
After examining past studies on self esteem, the McGill team deduced
that people’s feelings of insecurity are largely based on worries
about whether they will be liked, accepted and valued by their peers
and significant others.
Research
has also shown that self-esteem is strongly influenced by particular
ways of thinking. Self-esteem difficulties arise from people’s
self-critical views concerning their characteristics and performances,
along with an assumption that others will reject them. Comparatively,
people who are more secure have a range of automatic thought processes
that make them confident and buffer them from worrying about the possibility
of social rejection.
“For
people with low self-esteem, negative thought patterns occur automatically
and often involuntarily,” explains Baldwin, “leading them
to selectively focus their attention on failures and rejections.”
The solution? People with ‘automatic’ negative personal
outlooks need to condition their minds towards positive views and learn
to be more accepting of themselves. The McGill team’s goal was
to conduct experimental research that would enable them to develop interventions
that could help people feel more secure: i.e. specially designed computer
games.
The games people can play
“The
three games work by addressing the underlying thought processes that
increase self-liking,explains Baldwin. “As athletes know, to learn
any new habit takes a lot of practice. Our team wanted to create a new
way to help people practice the desired thought patterns to the point
of being automatic.”
The
researchers drew on their experience playing repetitive computer games
and devised novel counterparts that would help people feel more positive
about themselves. In the first computer game, EyeSpy: The Matrix,
players are asked to search for a single smiling face in a matrix of
15 frowning faces. The hypothesis? Repeating the exercise can train
players to focus their attention on positive rather than negative feedback.
The second game, Wham!, was built on Pavlov's well-known
conditioning research.The Wham game has players register their name
and birthday. Once the game is in action, the player’s personal
information is paired with smiling, accepting faces. The outcome? Players
have experiences similar to being smiled at by everyone and take on
a more positive attitude about themselves.
For
the third game, Grow Your Chi, the researchers combined the tasks of
Wham! and EyeSpy: The Matrix. Players of Grow Your Chi try to nurture
their inner source of well-being by responding to positive versus negative
social information.
Practice
improves positive outlook
The McGill team has demonstrated that with enough practice, even people
with low self-esteem can develop positive thought patterns that may
allow them to gradually become more secure and self-confident. That’s
why everyone is encouraged to sample www.selfesteemgames.mcgill.ca
and to see for themselves how the online exercise can effect positive
change. “We are now starting to examine the possible benefits
of playing these games every day,” says Baldwin. “We plan
to study whether these kinds of games will be helpful to schoolchildren,
salespeople dealing with job-related rejection and perhaps people on
the dating scene.”
Despite
the potential benefits of these games, poor self-esteem remains an incredibly
complex issue. "These games do not replace the hard work of psychotherapy,”
Baldwin stresses. “Our findings, however, provide hope that a
new set of techniques can gradually be developed to help people as they
seek to overcome low self-esteem and feelings of insecurity."
-30-
Reporters
are welcome to use the images from this page.
Prepared
text from press conference
Prepared
text for Press Conference, May 6, 2004, McGill University.
Mark Baldwin
Stéphane Dandeneau
Jodene Baccus
Maya Sakellaropoulo
BALDWIN:
Bonjour
et bienvenue. Merci d’être venu.
My
name is Mark Baldwin, and I am a psychology professor at McGill University.
I will be speaking mostly in English today; in a few moments Stephane
Dandeneau will try to balance that out by speaking mostly in French.
Today
we are excited to tell you about the publication of two articles on
self-esteem, that will be appearing in the coming weeks in prestigious,
peer-reviewed psychology journals.
This
research has shown that specially-designed computer games can help people
build habits of thought that may improve their self-esteem.
Low
self-esteem is unpleasant. I think we all know that how you feel about
yourself is an important part of who you are, and your overall sense
of wellbeing. Low self-esteem involves feeling insecure, unhappy with
yourself, and dissatisfied with who you are.
It involves certain self-critical thoughts, such as thinking you are
unworthy, or that you are inadequate or unlikable in some way.
Many
of us might like to boost our sense of self-acceptance and security,
but sometimes it is not clear why we feel the way we do. Research has
shown that low self-esteem results from certain habits of thought, many
of which, at their core, involve worrying about rejection by others.
Research has demonstrated that low and high self-esteem are produced
by different habits of thought.
For
example, imagine walking into a room full of people. If you have relatively
low self-esteem you assume you do not have a lot to offer, so you may
expect that you are going to be rejected. Because you are worried about
this, you will be vigilant for rejection and your attention will be
drawn to the one or two people in the room who seem to be scowling a
bit. You may assume that their expression has something to do with YOU,
and so you may spend time imagining different reasons why they are rejecting
you. The more you think in this way, the more you create a link, so
that every time you think of yourself, you think of being rejected.
This becomes a vicious cycle: low self-esteem leads to an expectancy
for rejection, which then reinforces your low self-esteem.
If
you have higher self-esteem, you react quite differently. When you walk
into the room you expect to be accepted, so your attention is drawn
to the one or two people who are smiling warmly at you, and you end
up interacting with them and ignoring or downplaying any negative feedback.
These
are the kinds of thought processes that maintain people's level of self-esteem.
So
why is it so hard to change these, and other negative habits of thought?
Why can't people just decide to feel better about themselves? This is
because the thought patterns become automatic. By this we mean that
they happen very quickly and unintentionally, they are difficult to
control, and they can even happen completely unconsciously.
There
has been a fair amount of research over the past decade on trying to
measure the automatic thought processes related to self-esteem problems,
and we will be discussing some of those measurement techniques. Several
previous studies by other researchers have shown that the thought processes
assessed by these measures do correlate with phenomena of importance,
including people's reactions to stressful situations, persistence in
the face of failure, and so on.
We
wanted to go beyond just measuring automatic habits of thoughts, to
try to find ways to actually change them. Our research question, then,
was whether we could help people directly modify their automatic habits
of thought, to give them an enhanced sense of security.
We
drew on our experience with computer games. Anyone who has played a
computer game for hours on end knows that it can eventually start to
change the way you think: A couple of hours playing Tetris, and before
you know it you’re rearranging your closet. This is because you
are doing the same mental act over and over again until it becomes habitual.
We wondered if we could harness this same principle to help people change
the way they think about themselves and their relationships to others.
As
I mentioned, this research has been carefully reviewed by other scientists
and has been accepted for publication in Psychological Science and the
Journal of Social and Clinical Psychology. These are prestigious journals:
Psychological Science is one of the top psychology journals in the world,
and psychologists from around the world will be reading these findings
in the coming weeks.
In
a moment, Jodene Baccus will describe the game she researched, in which
she tried to create a link between the self-concept and feelings of
acceptance, rather than rejection. Stephane Dandeneau will describe
a game in which he tried to reduce the vigilance for rejection that
some individuals have. Each student will talk for about 5 minutes. Then
I will have some final comments and we will take questions. But now
we are going to ask Stephane to summarize quickly in French some of
the main points I have just covered.
DANDENEAU:
Merci
Mark. Bonjour, je m’appelle Stephane Dandeneau. Je suis Étudiant
au doctorat sous la supervision du Docteur Baldwin. Je vais résumé
l’introduction de Mark.
Plusieurs
recherches ont démontré que l’estime de soi découle
de certaines habitudes de pensées. Les habitudes de pensées
associé à une faible estime de soi sont fondamentalement
liées au rejet social.
Pourquoi
est-il difficile de modifier les habitudes de pensées? Parce
qu’elles sont automatiques, c’est-à-dire qu’elles
sont des reflex de pensées qui surviennent souvent de façon
inconsciente. Par exemple, quelqu’un d’optimiste voit automatique
le côté positif d’une situation.
Plusieurs
chercheurs ont trouvé des façons de mesurer les habitudes
de pensées associées au problème de l’estime
de soi. Nous allons décrire les mesures que nous avons utilisées
dans notre recherche au cours de notre présentation.
L’important
pour nous, cependant, est d’aller au delà de mesurer les
habitudes de pensées et de trouver des manières de les
modifier. Notre objectif de recherche est donc de développer
des jeux à l’ordinateur qui pourrait modifier les habitudes
de pensées liés à l’estime de soi.
Nous
avons utilisé notre expérience avec les jeux d’ordinateurs
comme modèle. Les personnes qui ont joué des jeux videos
pour plusieurs heures savent comment leur façon de penser peut
éventuellement changer. Quelques heures du jeu Tetris et vous
avez le goût de réorganiser les meubles de votre salon!
Cette habitude de pensée se développe à force de
répéter un processus mental jusqu’à ce que
ça devienne automatique. Suivant le même principe, nous
nous sommes demandé si c’était possible de changer
les habitudes de pensées liées à l’estime
de soi.
Je
passe maintenant la parole à Jodene, qui vous expliquera le jeu
Wham! Conditionnez votre estime de soi.
BACCUS:
Merci Stephane et bonjour.
My
name is Jodene Baccus and I am a graduate student in Professor Baldwin’s
research lab. I will be completing my PhD next year, and am very excited
about the research we are presenting to you today.
I
am going to talk to you about the Wham! Self-Esteem Conditioning Game.
The Wham game increases self-esteem. It does this by linking together
thoughts you have about yourself with thoughts of social acceptance.
I’ll explain this further.
First,
I’m going to clarify some of the principles underlying this research,
then I will outline the methodology we used to gather data, and finally
give you an overview of the findings.
First,
some background information on self-esteem:
For
this research, we looked at an aspect of self-esteem called implicit
self-esteem. Implicit self-esteem is a self-evaluation that occurs unintentionally
and outside of awareness. A person may not be intending to self-evaluate,
or even be aware that they are making a self-evaluation. Implicit self-esteem
is like a “gut feeling” reaction towards the self.
This
differs from explicit self-esteem, which is a conscious self-report
of how a person feels about him or herself. Explicit self-esteem is
measured using questionnaires that contain items such as “I take
a positive attitude towards myself” and “I feel I have a
number of good qualities”. You can imagine that if you were filling
out a questionnaire that included these statements you would probably
be aware that your self-esteem was being assessed.
Implicit
self-esteem, on the other hand, is measured in such a way that the person
is not necessarily aware of what is being assessed.
One
self-esteem measure, and one that we used in our research, is the Implicit
Associations Test, called the IAT. The IAT was developed by other researchers
about five years ago and is now the most widely accepted measurement
tool for assessing implicit self-esteem.
The
IAT looks at whether you find it easier to associate thoughts about
yourself with good or with bad. For example, some people find it easy
to associate themselves with negative thoughts. They have developed
a habit where thinking of themselves automatically leads to a negative
evaluation. It is easy for them to think of “self” and “bad”
in the same category.
On
the IAT, people are presented with words and asked to place them into
one of two categories. In one category, they must place words related
to the self (for example “me”, “my”) into the
same category as words that are bad (e.g. “vomit”, “tragedy”).
In the second category, they place words related to “other”
or “good”. The IAT measures how long it takes people to
classify the word. People with high implicit self-esteem will find it
difficult to put “me” in the same category as “tragedy”,
and so take a long time on these trials. People with lower implicit
self-esteem do not find it so difficult to put me and tragedy in the
same category, so are quicker.
Second
– the game uses classical conditioning
Classical
conditioning is a principle of learning. Some of you might be familiar
with Pavlov’s study that first demonstrated classical conditioning.
Pavlov
noticed that if a dog were presented with food, it would salivate. He
then presented a tone that was followed by the presentation of food
to the dog. The dog again salivated. Eventually, after repeated pairings,
the dog would salivate when the tone alone was played. The tone and
food had become associated to each other, thus producing the same response.
In
the Wham! Game, self-relevant information is linked to positive social
feedback.
Many
of the core thought patterns underlying self-esteem involve interpersonal
relationships. Positive thoughts and feelings about the self arise from
the sense of being securely accepted and positively regarded by others.
Thus, we devised a computer game to repeatedly pair self-relevant information
with positive social feedback. Self-relevant information was the participant’s
own name, birthday, hometown, street, ethnicity, and phone number. Positive
social feedback consisted of photographs of smiling faces.
We
thought that because smiling faces tend to be associated with acceptance,
repeated pairing of the self with smiling faces would eventually lead
to the self on its own triggering thoughts and feelings of acceptance.
To
briefly outline the research paradigm:
139
McGill Undergrads and students from Dawson college in Montreal were
randomly assigned to either the control or experimental version of the
task
At
the beginning of the session, all participants entered in some self-relevant
information (e.g. name, birthday).
They
were instructed that a word would appear in one of four quadrants on
the computer screen, and their task was to click on the word using the
computer mouse as fast as possible. They were also told that doing so
would cause an image to be displayed briefly in that quadrant.
The
words presented were chosen from those entered by the participant at
the start of the session, as well as from a pre-programmed list of words
fitting the same categories.
Experimental
Condition
In the experimental condition self-relevant words were always paired
with an image of a smiling face. Here is an example of how it looked.
Control
Condition
In the control condition a random selection of smiling, frowning, and
neutral photographs followed both self-relevant and non-self-relevant
information
Participants
saw the same number of smiling, frowning, and neutral photographs in
both conditions. However in the experimental conditions, smiling faces
were always paired with self-relevant information
The
game went on for approximately 5 minutes.
Immediately
following the game, we measured implicit self-esteem.
We
also measured aggressive thoughts and feelings by having participants
read some scenarios where they were playing a computer game against
another person who insulted or rejected them. In this scenario, they
were given the opportunity to blast their opponent with some loud noise.
We
asked participants how loud and how long they would blast their opponent
with the noise. I will return to this measure shortly.
Results
Results
showed that participants in the experimental condition, that is, those
who saw their self-relevant information repeatedly paired with smiling
faces over a period of about 5 minutes, had higher levels of implicit
self-esteem when compared to those in the control condition. The game
strengthened a habit of linking self with acceptance, and this lead
to a higher level of implicit self-esteem.
There
were also some intriguing results on the measure in which people imagined
blasting someone who had rejected them with loud noise. We found that
the game resulted in lower aggressiveness for a specific group of people.
Participants who began the study low in explicit self-esteem reported
less aggressive thoughts and feelings if they had played the experimental
version of the game. The game seemed to lower the aggressiveness sometimes
associated with low self-esteem. This is a preliminary finding and bears
replication, however given recent suggestions that some video games
increase aggression, we believe it is an important result
Overall,
the Wham! creates an automatic expectation of secure social acceptance
when thinking about the self.
It
is important to note that in this study implicit self-esteem was measured
immediately following the game. At this point, we cannot be sure of
how long the effects last. We are just starting a study that will look
at how long this boost to self-esteem might last and also to examine
the effects of playing the game on a daily basis. Mark will talk more
about future research in a few moments.
To
end, I’ll leave you with the statement from the beginning:
The
Wham game increases self-esteem. It does this by linking together thoughts
you have about yourself with thoughts of social acceptance.
Stephane
will be talking to you next about another game that our lab has developed.
Thank you.
DANDENEAU:
Re-bonjour… je vais vous décrire le projet Ayez l’œil,
sur lequel je travail depuis trois ans.
Le
fait d’être accepter ou d’être rejeté
par d’autres personnes a un grand impacte sur nos sentiments d’estime
de soi. Les personnes avec une basse estime de soi ont un passé
de rejet social et anticipe le rejet social. Les personnes avec une
haute estime par contre ont souvent plusieurs personnes qui les acceptent
et se sentent acceptées.
Certaines
personnes, notamment les ceux avec une basse estime de soi, sont très
vigilant aux information de rejet social puisque cette information les
dérange beaucoup. Les personnes avec un haute estime de soi ne
sont pas vigilant au rejet.
Par
exemple, quelqu’un avec une vigilance excessive au rejet social
pourrait entrer dans une salle comme celle-ci et porter à regarder
aux personnes qui froncent les sourcils ou qui expriment la désapprobation.
Le fait d’être vigilant à ces visages renfrognés
cause cette personne à être doublement plus affecté
au rejet social parce qu’elle intériorise l’information
à laquelle elle regarde.
Mais
comment on peut mesurer la vigilance au rejet social?
Dans
cette tâche, les participants sont demandés de nommer la
couleur des mots qui apparaissent à l’écran le plus
vite possible. Les mots qui sont présentés à l’écran
sont de trois catégories, neutre (chaise), acceptation sociale
(accepté), et de rejet social (rejeté).
Cette
tâche implique donc d’abord le processus automatique de
lire le mot, ainsi que le processus de nommé la couleur, ex.
dire « jaune ». Si la personne est incapable d’ignorer
le mot ou est très sensible au mot, elle va prendre plus de temps
à nommer la couleur. Par exemple, si j’ai une basse estime
de soi et que je suis très vigilant et très sensible au
rejet social, je prendrais plus longtemps à nommer la couleur
du mot « rejeté » que le mot « chaise »
parce que je ne peux pas ignorer le mot « rejeté ».
Si
quelqu’un est vigilant au mot, ils prendront plus de temps à
nommer la couleur. Donc, les interférences Stroop sont créées
lorsque le mot interfère avec le processus de nommé la
couleur.
Nos
recherches ont démontré que les personnes avec une basse
estime de soi prennent plus de temps à nommer la couleur des
mots relatifs au rejet social à comparé aux mots relatif
à l’acceptation social. Ceci signifie qu’ils sont
beaucoup plus vigilants au rejet social qu’à l’acceptation
social.
Nous
avons donc développé une tâche qui réduit
cette vigilance excessive au rejet social.
Ayez
l’œil : la matrice
Tout comme on peut développer l’habitude de prendre 10
grands soupirs lorsqu’on se sent stressé, on peut développer
l’habitude d’ignorer le rejet social autour de nous.
Le
but du jeu Ayez l’œil est de développer l’habitude
d’ignorer le rejet social afin de réduire sa vigilance
excessive au rejet social. Excessive pas TOUT ignorer.
Comment
ça fonctionne: Les instructions sont d’identifier le sourire
dans la matrice de visages qui froncent les sourcils, et ce, le plus
vite possible. À force de répéter ceci plus de
100 fois, cette tâche développe chez l’individu l’habitude
mentale de « Cherche le sourire tout en ignorant le rejet autour
de toi ».
La
méthode de recherche que nous avons utilisé dans notre
laboratoire est la suivante : d’abord nous mesurons l’estime
de soi explicite des participants. Ensuite la moitié des participants
ont complété la tâche Ayez l’œil, l’autre
moitié une tâche contrôle. Après avoir terminé
l’une des tâches de 5 minutes, on a utilisé la tâche
des interférences Stroop pour mesurer la vigilance au rejet social.
Les
résultats du test des interférence Stroop démontrent
qu’après avoir joué au jeux Ayez l’œil,
les personnes avec une basse estime de soi n’avait plus de vigilance
au rejet social. Ils ont appris à ignorer le rejet social, ce
qui a réduit leur vigilance à cette information.
Pourquoi
est-ce que c’est important? Parce que ceci peut aider les personnes
qui sont inconfortables dans des situations sociales ou qui ont peur
d’interagir avec des groupes de personnes. Au lieu d’être
constamment dérangé par des pensées de rejet social,
ceci pourrait les mettre plus à l’aise puisqu’ils
ne sont plus vigilants au rejet social.
Ayez
l’œil est une sorte d’antidote à l’habitude
de porter excessivement attention au rejet social.
Où
allons-nous d’ici.
- Études à long termes: faire compléter la tâche
plusieurs jours consécutifs.
- Combien de pratique faut-il pour que l’effet soit durable?
BALDWIN:
L’estime
de soi est très complexe, et nos recherches sont encore jeunes.
High
self-esteem is, in some sense, a skill. And like any other skill, it
requires practice. If you have ever taken up a new sport, or learned
to play a musical instrument, you know that you have to practice a skill
repeatedly until it becomes automatic. Practicing scales on the piano,
for example, gradually builds the skills that enable you to play beautiful
music. We suggest that in much the same way, secure self-esteem requires
the practice of specific habits of thought, and that is what our games
are designed to do. Most important are habits of thought that reinforce
the experience of secure, accepting relationships with others. These
thoughts may help people to turn the vicious cycle of low self-esteem
around: Once people have positive expectations, they often become more
likely to find positive social experiences, which can further nurture
their self-esteem.
In
the studies just described to you, we used standard assessment techniques
from scientific psychology to measure people's automatic thought processes.
These measures have previously been shown to correlate with social anxiety
and other aspects of insecurity. When people played our games, their
automatic thought processes were improved compared to other people who
played a placebo game. We also found some beneficial effects on self-reports
of aggressive feelings.
As
Jodene and Stephane mentioned, we are now examining the effects of playing
the games repeatedly over several days. Initial results indicate that
playing one of the games led people, the next day, to have a reduced
expectation of rejection by others. So, the initial results are promising.
We
are only beginning to scratch the surface. It is important to stress
that our games certainly do not replace the hard work of psychotherapy.
Self-esteem develops over a lifetime of experience, starting with the
person’s early relationships in childhood, and extending into
adult circumstances, so it is not going to be easy to change. A person's
level of self-esteem is MAINTAINED by certain habits of thought, though,
so if those can be changed the person might be able to learn to be more
self-accepting.
We
plan to examine as many possible applications of these ideas as we can,
and I believe that our continuing research will lead to new ways to
help people.
We
have already begun a project with salespeople, who deal with rejection
everyday in their jobs. We also will examine whether the games might
help children as they develop their own habits of thought.
With
Maya Sakellaropoulo, the fourth member of our team, we are also developing
another game, which you can see on our selfesteemgames website. In this
game, called “Grow Your Chi”, you have a Chi Pet. Your job
is to click on smiling faces and your name as they float by on clouds.
If you click on enough smiles, your Chi Pet grows fur and becomes happy
and fulfilled. Maya will be available afterwards to show you this game
in action.
As
I mentioned, we are thrilled about the upcoming publications, and we
expect other researchers to be excited by our findings. These articles
represent several years of hard work already: Stephane, Jodene and Maya
are continuing to do a great job and so maybe we'll be back in a year
or two with more findings to tell you about.
Thank
you for your interest. Merci d'être venu.