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Mindhabits: Games for a Positive Outlook [Kindle Edition]

Mark Baldwin

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Product Description

Can computer games be good for you, beyond just being fun? Recent research in scientific psychology shows that specially-designed computer games can allow the user to practice positive habits of thought, toward developing a more positive outlook. Finding a smiling face in a crowd, for example, involves controlling one’s attention to focus on some kinds of information and filter out other kinds: Practicing this skill has been shown to lead to increases in self-confidence and reductions in stress. The author, Mark Baldwin, PhD, of McGill University and Mindhabits Inc., explains how it is that simple but effective games can train the mind and build a more positive outlook.

About the Author

Mark Baldwin is a Professor in the Department of Psychology at McGill University. He is also founder of Mindhabits Inc., a company that develops videogames based on psychological science. After completing his PhD at the University of Waterloo in 1984 he held postdoctoral fellowships for several years at the University of Michigan and the Clarke Institute of Psychiatry in Toronto. Then he took a break from academia to write and co-host a Canadian children's television series, Camp Cariboo. He returned to the lab and to teaching at the University of Winnipeg in 1990, before joining McGill's faculty in 1998. He has published dozens of scientific articles, edited the book Interpersonal Cognition, and recently co-authored a chapter on the measurement of implicit cognition about relationships. He has served on the editorial board of many of the top journals in the field, including the Journal of Personality and Social Psychology, and Self and Identity. His research has been supported by the Social Sciences and Humanities Research Council and the Canadian Institutes of Health Research. His major research interests involve the cognitive representation and activation of interpersonal information. He has explored the use of priming methodologies (e.g., guided visualizations, subliminal presentations) to activate specific kinds of relationship representations, leading to shifts in self-construal and the experience of others. Most recently he has drawn on conditioning paradigms to develop computer game software aimed at modifying social cognitive responding in a positive, self-accepting direction.

Product Details

  • Format: Kindle Edition
  • File Size: 506 KB
  • Publisher: Mindhabits; 1 edition (January 21, 2012)
  • Sold by: Amazon Digital Services
  • Language: English
  • ASIN: B0070OZJBO
  • Text-to-Speech: Enabled
  • Lending: Enabled
  • Amazon Best Sellers Rank: #190,973 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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More About the Author

Mark Baldwin is a Professor in the Department of Psychology at McGill University. He is also founder of Mindhabits Inc., a company that develops videogames based on psychological science. After completing his PhD at the University of Waterloo in 1984 he held postdoctoral fellowships for several years at the University of Michigan and the Clarke Institute of Psychiatry in Toronto. Then he took a break from academia to write and co-host a Canadian children's television series, Camp Cariboo. He returned to the lab and to teaching at the University of Winnipeg in 1990, before joining McGill's faculty in 1998. He has published dozens of scientific articles, edited the book Interpersonal Cognition, and recently co-authored a chapter on the measurement of implicit cognition about relationships. He has served on the editorial board of many of the top journals in the field, including the Journal of Personality and Social Psychology, and Self and Identity. His research has been supported by the Social Sciences and Humanities Research Council and the Canadian Institutes of Health Research. His major research interests involve the cognitive representation and activation of interpersonal information. He has explored the use of priming methodologies (e.g., guided visualizations, subliminal presentations) to activate specific kinds of relationship representations, leading to shifts in self-construal and the experience of others. Most recently he has drawn on conditioning paradigms to develop computer game software aimed at modifying social cognitive responding in a positive, self-accepting direction.

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