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    <journal-meta>
      <journal-title-group>
        <journal-title>October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>On the development process of ReApp, an Emotion Regulation Training Mobile Game, in the context of Gamification and the creation of Games for Wellbeing.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dr. Vered Pnueli</string-name>
          <email>vered_pnueli@shenkar.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Cook</string-name>
          <email>benjytcook@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ramat Gan</institution>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>15</volume>
      <issue>2017</issue>
      <abstract>
        <p>ReApp is a mobile, multiplayer game aimed at training people in emotional regulation, specifically in cognitive reappraisal (CR). The game was produced as part of an interdisciplinary research between a group of researchers from the Baruch Ivcher School of Psychology at IDC Prof. Eran Halperin, Lihi Harel, and researchers from the Game Design Program at Shenkar College for Engineering and Design - Dr. Vered Pnueli, Benjamin Cook, Adi Galili and Mor Mendelevi. The process of CR involves the reinterpretation of situations in a manner that changes our emotional responses to them. In this process an individual learns how to control her emotions and express less negative and more positive emotions. CR is an antecedent focused strategy for emotion regulation as it concerns the things we do before our emotion response tendencies have become fully activated and influence our behavior. By contrast to other emotion regulation technics, such as Suppression for instance, CR trains people to reappraise situations first and following this to control their emotional response. Suppression, on the contrary, is a response focused strategy. People who suppress reappraise their emotional response. CR is widely valued as a more productive process for emotion regulation that benefits from less side-effect, such as memory loss. This paper focuses on the process of developing a game that will serve as a training tool for people who are interested in practicing CR. It describes the challenges we faced in our attempt to implement a psychological model into a fun driven environment, whilst keeping the game effective in its psychological goal. ReApp is still a work in progress. Future research raises questions related to the use of usergenerated-content to increase players' scope of training and sense of playfulness, and the employment of AI to have a better monetization on players progression in CR. Positive Gaming: Workshop on Gamification and Games for Wellbeing A CHI PLAY '17 Workshop</p>
      </abstract>
      <kwd-group>
        <kwd>Author Keywords Emotion regulation</kwd>
        <kwd>Cognitive Reappraisal</kwd>
        <kwd>Behavior change for Health</kwd>
        <kwd>Games for wellbeing</kwd>
        <kwd>Purposeful Games</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
This research is a collaborative interdisciplinary effort
aimed at developing a tool that will train people to use
Cognitive Reappraisal (CR), a valued strategy for Emotion
Regulation. Emotion Regulation is the process by which
people learn how to control their emotions, their intensity,
and how to express them. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] People who are not trained in
Emotion Regulation or who are unable to match emotion to
the situation, are more exposed to extreme psychological
problems and social dysfunction. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] Emotions are
generated when a person appraises a stimulus emotional
significance, which triggers an effective psychological and
behavioral response. [
        <xref ref-type="bibr" rid="ref3 ref4">3-4</xref>
        ]There are several ways to
regulate emotions. Regulation can be intrinsic – of personal
feelings, extrinsic – regulating the emotions of other, it can
be automatically, or controlled, consciously or
unconsciously, and may affect one or more stages of the
emotion generation process. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] The two major emotion
regulation strategies used in the field study of emotions are
Cognitive Reappraisal and Expressive Suppression.
However, researchers in the study of emotions see clear
benefits for using CR over Suppression. Following James
Gross’ classic model for emotion regulation strategies, CR
trains people how to change the trajectory of emotional
responses by reinterpreting the meaning of the emotional
response stimuli. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] In contrast to suppression, which is a
response strategy for emotion regulation, CR is an
antecedent focused strategy for emotion regulation that
concerns the things we do before the emotion response
tendencies have become fully activated and have changed
our behavior responding. Studies have suggested that
individual who habitually reappraise experience and
express less negative and more positive emotions.
Moreover, they show that across a variety of negative
emotions, such as disgust, anger, sadness and distress, CR
effectively decreases negative emotional experience
without substantial psychological costs. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
Expressive Suppression, on the other hand, is defined as the
attempt to hide or reduced ongoing emotion and generally
is perceived as less effective than CR due to side-effects
such as memory loss. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
Our goal in the development of ReApp was to create a
training tool for people practice CR on a daily basis. We
chose to begin with a digital adaptation to a training method
that was regularly used in the research lab of the Baruch
Ivcher School of Psychology at IDC that study CR. In this
method, testers were asked to write their interpretations for
situation that were exposed to then via images. They needed
to specifically choose an emotion that expresses their
feeling toward the situation presented in the picture. After
writing down their interpretation and subsequent feeling
e.g. Angry, Happy, Disgust, they were asked to reappraise
their interpretation of the situation, and then write again
how they feel about it. Testing sessions usually lasted
twenty minutes, in small groups and over two weeks before
showing initial results. Our task was to create a tool that
would enable a larger scope of people to train in CR on a
daily basis. Furthermore, we wanted to produce a product
that people would use over time during their leisure time.
Therefore, we decided to create a game that would adopt
the principles of CR, and at the same time will have an
engaging game mechanic that also appeals to people who
are not looking for emotional therapy.
      </p>
      <p>
        RELATED WORK: COGNITIVE REAPPRAISAL IN
GAMES
As notably observed by Richard M.Ryan and Edward L.
Deci in their study of self Determination, there are two
types of motivations which call people to action: intrinsic
and extrinsic. Extrinsic motivation refers to doing an
activity, primarily, because it leads to a separable outcome
or an instrumental value. Intrinsic motivation occurs when
the activity itself is interesting and spontaneously
satisfying. When intrinsically motivated, people display
curiosity, explore novel stimuli and work to master optimal
challenge. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] In recent years, the process of Gamification
has widely grown to be an effective method for creating
intrinsic motivation in people. By adding game elements to
non-game activities and platforms, the use of Gamification
has the ability to create a participation-and-reward system
that shapes user behavior and increase her motivation to
continue engaging with the activity. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] Indeed, recent years
have seen a rise in the development of games and gamified
systems for therapy. In the specific field of
Emotionfocused therapy, there are several examples. For instance,
Aurora (2011), [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] is a gamified systems aimed to promote
emotional reflection and social sharing of emotions. Users
of Aurora can archive their emotions and share it with
others. Yet, while the system corresponds with some game
aspects, such as personalization, archiving and sharing, this
mobile app is not a game per se, as it lacks aspects of
progression, competitiveness and skill development that we
sought to include in the development of ReApp. Another
mobile app in this category is iCouch CBT. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] The app
teaches users to think “better thoughts” In regard to
upsetting situations through filling out guided questions that
ask them to re-evaluate and select the distortions that may
be negatively influencing their feelings. Similar to Aurora,
this app is focused on archiving feelings and introspection.
A different approach to training people in positive
psychology via mobile technology is introduced in the app
Live Happy. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] Live Happy offers tips and ideas to
meaningful lives through a moderated system of interviews
with positive psychology professionals. There are various
activities that are set to help users boost their happiness,
including a 'Gratitude Journal' and a 'Strive Journal' for
designed to aid users to achieve happiness goals.
However, while such examples and similar others fall into
the category of gamification, there are very few examples
for games that implement positive psychology principles
into their game mechanics. A unique example is Good
Blocks. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] The game mechanic is based on swiping
positive emotions or thoughts towards you (downwards),
and negative ones away from you (upwards). Unlike the
aforementioned examples, in Good Blocks there is a clear
winning and losing framework and a clear progression
mechanic. Similarly to Good Blocks, ReApp belongs to the
category of Purposeful Games - Games that intend to fulfil
a purpose beyond the self-contained goal of the game itself.
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] Yet, purposeful games’ biggest challenge is to
demonstrate the transfer of learning, and at the same time,
remain engaging and entertaining, i.e, to be games.
Correspondingly, in the development process of ReAPP we
opt to create a game that will translate our desire to train
people in emotional regulation, yet at the same time, it was
very important for us that the game will appeal to people
who seek to connect through competitive play, regardless
any emotional therapy needs. We hoped we could entice
more people this way to gradually train in CR.
      </p>
      <p>
        METHODOLOGIES
In the initial brainstorming of the main mechanic of Reapp,
we immediately seized upon the idea that the game must be
multiplayer. The practicing of regulating emotions and
dealing with stressful situations is best done while facing
another human, who can understand the full depth and
complexity of a situation. Inspired by other turn based
games, such as Draw Something, [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] we determined that
we should use the editing of images to allow our players to
reappraise their partner's emotions.
      </p>
      <p>The game flows as follows:
1) Judge receives a picture and is asked to input her
emotional response on the “emotional wheel”.
2) Editor receives Judge’s picture, her initial
response, and a “challenge”. The challenge is to
get Judge to react in a different way to the picture
(example: reduce Judge’s sadness towards the
situation). Editor has tools to modify the picture,
such as adding a caption or speech bubble.
3) Judge receives the modified picture and again is
asked to input his emotional response of the wheel.
4) Based on Judge’s response and how close Editor
was to her given challenge, the players receive a
score. Based on this score, items and behaviors in
the progression will unlock.</p>
      <p>
        By modifying the original picture, the Editor helps the other
player to reappraise her emotions regarding the picture,
decreasing or increasing her initial emotional reaction. The
players switch roles every round, and thus both are trained
in reappraisal in both forms: The ability to reappraise a
situation, and to regulate their emotional response to it.
THE DESIGN FLOW
During the development process we made sure to conduct
play-testing at every milestone: Ensuring both the game
remains light hearted and fun, while interesting and actually
valid to Cognitive Reappraisal. Initial play testing was
taken at stages of paper prototype. Students were modifying
images on paper to validate the initial game design.
Following playtests were taken with the actual game on
smartphones. In addition to the participants answering
surveys about their experience, the app itself records
analytics and was used to measure long term effects. In a
survey conducted by Lihi Erhael that tested the
effectiveness of ReApp on users to reduce political
conflicts, the following findings were found: “Results
indicated that ReApp is successful in training participants
to use reappraisal. Participants who played ReApp
(compared with the control condition) reported more
frequent usage of reappraisal when responding to
conflictrelated images. Moreover, participants who played ReApp
reported fewer negative and more positive emotional
experiences when reacting to conflict-related images;
specifically, anger, disgust and sadness were reduced, Joy
was increased, and fear was not significant”. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
CONCLUSIONS
There are interesting analogies between the practice of
game design and the methodologies used in the field of
Behavioral Psychology. In both practices lay a common
goal to stimulate a specific behavior. At the same time, both
practices face similar challenges as they set to engage and
train people, such as engagement, motivation, retention and
progress. This highlights the interdisciplinary power of
Purposeful Games and their exclusive ability to convey
content such as CR. ReApp is still a work in progress.
While play-tests have shown a general success in training
people in CR, further tests are required to understand the
long term efficacy of the game. We plan to examine the
impact of two additional elements on the game flow of
design and its overall effectiveness. A) We are curious to
know whether the embedment of User-Generated Content
in the game could enrich its value as a training tool for CR.
In this version of the game, users are encouraged to
compete over photos offered to them. While there is a
button for uploading pictures, the feature is not promoted in
the game as a primary activity. We would like to test
whether the promotion of the 'upload button' as a primary
feature can 1- encourage people to use the game,
2enhance their ability to reappraise situations related to their
personal views and solve personal problems.
      </p>
      <p>B) We want to examine the effects of an artificial
intelligence system on the effectiveness of training in CR.
We consider the development of an AI system that tracks
players' progress and, accordingly, match tasks and
competitions according to her abilities and interests.
However, a possible side-effect for this AI system is that
players will expose less to subjects they do not know and
will operate in a limited range of fields.</p>
      <p>ACKNOWLEDGMENTS
We thank all the volunteers, play testers and all publications
support and staff, who wrote and provided helpful
comments on previous versions of this document. Dr. Vered
Pnueli and Benjamin Cook gratefully acknowledge the
grants from Shenkar College headed by Professor Yuli
Tamir and from the Baruch Ivcher School of Psychology at
IDC headed by Prof. Eran Halperin, which enabled us to
conduct this research. .</p>
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