by clicking the "Next" arrow.
by clicking on the page.
the page around when zoomed in by dragging it.
the zoom using the slider when zoomed-in.
by clicking on the zoomed-in page.
by entering text in the search field, and select "This Issue" or "All Issues"
by clicking on thumbnails to select pages, and then press the print button.
displays sections with thumbnails and descriptions.
displays a slider of thumbnails. Click on a page to jump.
allows you to browse the full archive.
about your subscription?
Mindful : August 2014
Elena Patsenko landed her position at UW–Madison from the University of Geneva, Switzerland. She is currently assisting on a study funded by the Bill and Melinda Gates Foundation that is developing two video games for adoles- cents—currently being tested on 11- and 12-year-olds. One of the games is designed to cultivate mindful awareness, par ticularly awareness of the body. The other, “Crystals of Kaydor,” is designed to cultivate empathy, pro-social behavior, and kindness. “Crystals of Kaydor” asks a player to navigate through impressive graphics to an Ear th-like planet inhabited by alien creatures who exhibit human emotional traits. Par t of the challenge of the game is, upon encountering Kaydorians, the player has to correctly identify which emotion they’re exhibiting (surprise, happiness, fear, etc.), then move a dial to indicate the points when those emotions become heightened. “We do MRI scans with the kids before and after they play the games,” Davidson explains. “ We give them many different kinds of behavioral tests and apply other kinds of measures. We will be following these kids for some time.” Games to Train the Mind Elena Patsenko While details are not being shared at this early stage (there will be neither data nor results to repor t on until later this year), the CIHM scientists involved in the project had difficulty hiding their excitement about this work. Davidson will say one thing for cer tain, though: An hour and a half of playing a video game can actually pro- duce a structural change in the brain. “Literally,” he says, “a change that is measurable.” The current project is designed to “ask the question of whether we can use video games as a novel vehicle for training the mind in ways that may be more wholesome than Grand Theft Auto, or other video games,” Davidson says. “There is absolutely no ques- tion at this point in time, based upon the science that’s out there, that violent videogames have negative emotional consequences. “So it’s our aspiration to try to convince those relevant interested par ties—both par- ents and kids, as well as game designers and the gaming industry—that it’s actually possible to create games that are interesting and captivating that kids will want to play that are pro-social and can cultivate healthy qualities of mind.” ● CURRENT RESEARCH AT CIHM