Bias Blaster - Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced gameflow

  title={Bias Blaster - Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced gameflow},
  author={Bard O. Wartena and Hylke W. van Dijk},
This paper presents the design and development of Bias Blaster. Bias Blaster is a proof-of-concept integrated bubble-shooter game with an evidence-based therapeutic intervention, i.e., Cognitive Bias Modification Interpretation (CBM-I). The game is tailor-made for patients of the Dutch national mental health organization (GGZ) recovering from a First-Episode Psychosis (FEP). Cognitive Bias Modification- Interpretation treats the self-stigma and its associated interpretation bias as experienced… 
Ludo Modi Varietas: A Game-architecture inspired design approach for BCSS
MATTIE (Mobile adaptive therapeutic tool in psycho-education), a BCSS for youngsters with a mild intellectual disability aiming at behavior change in their social information processing is used to exemplify the inner workings of the design model.
Accept the Banana
Cognitive Bias Modification (CBM) techniques show promise in psychology as an attitude, affect and/or behaviour change technique, but have yet to be implemented or evaluated extensively on
Tomorrow's world: current developments in the therapeutic use of technology for psychosis
There is now an established evidence base for the use of information and communication technology to support mental healthcare (‘e-mental health’) for common mental health problems and interventions that are already relevant to clinical practice are outlined.
Accept the Banana: Exploring Incidental Cognitive Bias Modification Techniques on Smartphones
Evidence that a short course of incidental smartphone CBM alters some measures of food attitudes is found, suggesting a programme of future research to explore the area further is suggested.
Review of Games for Health: Proceedings of the 3(rd) European Conference on Gaming and Playful Interaction in Health Care.
  • E. Lyons
  • Biology
    Games for health journal
  • 2014
These articles demonstrate the breadth of the current research field, encompassing numerous health outcomes, behaviors, and disciplines, and exemplify several methods for evaluating games for health.
The TAC Toolkit: Supporting Design for User Acceptance of Health Technologies from a Macro-Temporal Perspective
Findings showed that the TAC toolkit revised and extended designers’ knowledge of technology acceptance, fostered their appreciation, empathy and ethical values while designing for acceptance, and contributed towards shaping their future design practice.
Exploring Nonconscious Behaviour Change Interventions on Mobile Devices
This work proposes an alternative avenue of research, which focuses on understanding how best to directly target the nonconscious via mobile devices in real-life situations to achieve behaviour change.
Subliminal Priming of Nonconscious Goals on Smartphones
We present a theoretical justification for and design of an experiment to explore the use of subliminal priming of nonconscious goals on smartphones to achieve behaviour change.
Designing, Modeling and Evaluating Influence Strategies for Behavior Change Support Systems
The papers of the second BCSS workshop aim at filling the gap to better understand the influence mechanisms of behavior change, and work out their influence on the systems architecture.


Design principles for a persuasive application tailor- made for adolescents with a mild intellectual disability
This paper introduces the conceptualisation and development of an assistive technology focussing on social problem solving skills, as an addition to the field of psycho-education. This assistive
Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz
First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory, and the beneficial effects of Tetris are retained at 4 hours post-Trauma.
Using Attentional Bias Modification as a Cognitive Vaccine Against Depression
A multi-session interpretation modification program: changes in interpretation and social anxiety symptoms.
Remission and relapse in psychosis: operational definitions based on case-note data
The reliability of the technique described here was moderate to good, its validity was good, and it provides a useful and timely addition to methods of evaluating remission and relapse in psychosis.
Self‐stigma and the “why try” effect: impact on life goals and evidence‐based practices
"Why try" is the overarching phenomenon of interest here, encompassing self-stigma, mediating processes, and their effect on goal-related behavior, with special focus on social psychological models.
Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis.
Virtual reality is an acceptable experimental technique for use with individuals with at-risk mental states and was understandable in terms of the cognitive model of persecutory delusions.
Psychosocial treatment for first-episode psychosis: a research update.
Adjunctive psychosocial interventions early in psychosis may be beneficial across a variety of domains and can assist with symptomatic and functional recovery.
Early intervention in psychosis: concepts, evidence and future directions
A broader focus for early intervention would solve many of the second order issues raised by the early psychosis reform process, such as diagnostic uncertainty despite a clear-cut need for care, stigma and engagement, and should be more effective in mobilizing community support.