Jo?l van Huijkelom, Marissa Intveld, Casper Lindschoten, Bjorn Wouters, Jeffrey van Zantvliet, 2014
Imagine, you are waiting for your train to arrive. Suddenly a middle aged man, busy with his smartphone, bumps into you. Instead of instantly getting mad at him, you choose to take a step back and analyse the situation first. People with EP, or externalizing problems are unable to take his step backwards, or have trouble doing this.
This was our main inspiration for creating the game Thought-O-Gram. By simply declaring your emotion of the situation and other aspects of your thought process in the game, you are able to create a better analysis of the situation. This analysis can help you understand the situation and teach you how to react in this situation. In the game we focus on one situation so far, but is applicable in almost any situation.
Thought-O-Gram is a game made for people with externalising problems. It is a possibility, because they react on impulse, that they have problems with analyzing situations. They think after they act, instead of thinking first. This game provides insight in different situations in a playful way. This is done by simply declaring? emotions or feelings from that situation. Furthermore a player can assign which part of the situation he finds most important to reach a final verdict about the scenario.
Clients with externalizing problems (EP) often have difficulties expressing themselves to others. One of the causes of this problem is the client?s difficulty of connecting emotions to expressions. The result of this is that the clients tend to misinterpret expressions and emotions. These incorrect or lack of connection between emotion and expression leads to problems in cooperation, recognizing authority, and leads to antisocial behavior. Clients suffering from EP also tend to be impulsive and easily influenced; this is a good connection point for therapy.
EP can develop in people regardless of their home situation. EP does not only develop in troubled families.
During therapy sessions psychiatrists use of a medium. Through a medium it is possible to indirectly gather information through abstracts methods. Examples of mediums are: drama, music, film and games, the latter will be used within this project.
We hope that with this project the client?s connections between emotion and expression, after several sessions, are reinforced.
In order to form a base for this project we have done research about EP, emotions, expressions and the best practices.
All of the best practices we found were focused on the recognition of expressions and were designed for children under the age of 10 that have autistic conditions. The games ranged from charades to matching an image to an emotion and are usually analogue games. These games are not suited for people with EP since not all clients diagnosed with EP have autism.
Concluding from this is the fact that there don?t exist any games for treating EP in general. Our goal is to create a tool for the therapists to have another resource? to? treat EP at their disposal.
Examples from the best practices are:
The first example is matching a picture with the corresponding emotion. This game focusses on recognising emotions and coupling them with the corresponding picture to train the users in recognising emotions.
The second example game is called Charades. This game looks a lot like the game Hints. The players have cards with emotions written on them. One player then has to express one of those emotions, after which the other players have to guess which emotion I being expressed.
The last example game is called Body Language and is available for Smartphones. Firstly this game provides the facts about emotions, and which emotions exist. After this the player is tested in recognising these basic emotions.
By playing with the 3G?s providing the players with insight of a situation.
??Before you act, first take a step backwards?.
A movie clip with gameplay: