WEBVTT

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Dr. Samantha Hack: Welcome everyone. This is the Mental Health Recovery and Wellness

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Webinar Series. This series is made possible
by the VA Office of Mental Health and Suicide

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Prevention, Psychosocial Rehabilitation and Recovery Section, and the VISN 5 Mental Illness

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Research, Education and Clinical Center, or MIRECC, in partnership with the Employee Education

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System. The planning committee’s members
for this Webinar series include Daniel Bradford,

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Valerie Fox, Spencer Glipa, Catherine Lewis, Marty Oexner, Kathryn Peacock-Dutt, Donna

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Russo, Tim Smith, my co-host Ralf Schneider,
and myself, Samantha Hack. Today’s Webinar

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is entitled, “Video Games and Gaming Communities
in Mental Health Recovery”. Our presenters

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for today’s Webinar are Dr. Michelle Colder
Carras, and Mr. Mathew Bergendahl. Dr. Colder

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Carras is a public mental health researcher
specializing in video games and gaming communities.

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She works closely with gaming community stakeholders
to understand the role that gaming plays in

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mental health. Her recent work focuses on
the potential role of peer support within

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online gaming communities for mental health support and suicide prevention. Mr. Bergendahl

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is the program manager for the Stack Up Overwatch
program, or StOP, which provides Veteran gamers

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around the clock access to a team of trained
and certified crisis management volunteers.

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He is a licensed professional counselor and
served from 1999 to 2005 in the United States

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Air Force. If you have any questions throughout
today’s presentation, please feel free to

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post them in the chat box, and the presenters
will get to them as they pop up, or address

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them at the end of the presentation. At this
time I am happy to turn the Webinar over to

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our presenters.
Marty Oexner: Michelle, are you still having

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problems getting in? Well, I just ask you
one more time.

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Dr. Michelle Colder Carras: Oh, I am, but
that’s okay. I have my slides ready.

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Marty Oexner: Well, I’ll tell you what we’ll
do while we’re doing that, we’ll bring

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the polling questions back up for a minute
and I’ll reopen these for folks who haven’t

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answered them yet.
Dr. Michelle Colder Carras: That would be

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great.
Marty Oexner: And we can go ahead and do that.

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There are six questions up there and they’re
all based on video games, whether you play

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the games regularly, whether you have experienced
problems from gaming. If you’ve ever used

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a chat, if you’ve ever heard of the discord
program, what do you think of online communication,

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and the connections you can get, and then
the bad question… what’s your age? So…

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Dr. Michelle Colder Carras: Yeah, the one
everybody is frightened of. Okay, so you have

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the first slide up I assume?
Marty Oexner: I’m getting back over there

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right now, I’m going to go ahead and end
the polls and if you want us to display those

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later we can, of if you want us to tell you
what’s going on with them we can do that

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too.
Dr. Michelle Colder Carras: That will be perfect.

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I think the…
Marty Oexner: Are you still not in?

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Dr. Michelle Colder Carras: No, I’m still
working on it. But I think the, the first

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thing that would be interesting is to show
how many people regularly play video games.

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And I guess I’m gonna have to ask you or
Mat to describe those results.

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Marty Oexner: Sure, so that would be question
1, and Mat, I’ve got those up for you.

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Mat Bergendahl: I appreciate it. So the question that was posed was: Do you play video games

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regularly? Video games on a computer, console
or mobile phone? So at the top of the list

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at 43%, 26 folks weighing in, “I’ve never
really played”. The next one at 20% is “I

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used to play regularly, but I don’t play
now”. We’ve got 9 folks at 15% saying

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“I play regularly”, and at 13%, 8 people,
“I love video games and I play it a lot”,

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and then at 8% with 5 folks, “I’m a hardcore
gamer.” So, we do have a wide range of experiences

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with them, kind of like we see in the log when we’re doing these polls, so that was good.

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Dr. Michelle Colder Carras: That is good.
That’s exciting. We usually don’t find

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that we have people who are actually hardcore
gamers, who are willing to admit that in our

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presentation, so that’s really cool, and
we expect that those folks would have a pretty

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good understanding of all the things that
we’re talking about, but for some of you,

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it’s definitely gonna to be an introduction,
so, I’m glad that we are going to have the

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opportunity to give you some context and background.
Can you advance the slide to disclosures please?

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Thanks. So, for me, Michelle Colder-Carras,
just to let you know, that my funding sources

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include these different organization, including
the VA. I don’t currently have any conflicts,

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but, both Mat and I are video game players.
So, if you could advance to the next slide,

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we’re going to give you an intro to video
games. And one more slide. And now, ideally,

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you should see a picture of broccoli, is that
correct?

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Mat Bergendahl: That’s correct Doc.
Dr. Michelle Colder Carras: Okay, great. So,

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when many of you think about what we mean
by video games and health, probably you think

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of this idea of serious games, because especially
within the Veteran treatment, for example,

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for PTSD, we do tend to think of how we can
use simulated environments to forward health.

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And, you know, this is not just limited to
Veterans, because of obviously people are

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designing all kinds of games for health or
social media applications that connect people

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to be used for health but the problem with
these types of applications that are made

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for health purposes, is that they are not
able to sustain engagement. They usually will

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have, if they have any kind of scientific
assessment for study, then what we find is

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that the pilot studies often show that they
work and, you know, maybe they’ll even work

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in a small naturalistic setting, but usually
people recognize that they are not as engaging.

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So, they essentially are like chocolate covered
broccoli – you know it’s good for you,

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its got this layer of like deliciousness,
but ultimately it’s not really what you

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want. Okay, can you advance one more time?
And I believe you should be seeing a picture

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of a crowd – is that true?
Mat Bergendahl: It is.

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Dr. Michelle Colder Carras: Great. So what my research is focused on is instead of thinking

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about how we can design games that could be used for health purposes, how can we take

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advantage of the incredible popularity of games that are made for entertainment? This

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picture shows actually an E-Sports tournament
– they have filled this arena to watch a

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world championship League of Legends game.
Games have become the highest grossing industry,

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entertainment industry in the world. They
gross more than Hollywood. So, that gives

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you some sense of the context that we’re
operating in when we talk about games being

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engaging and what we’ll discuss is the communities
that involve around games, also being engaging.

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So, next slide please. And just to confirm
we’re talking about evolution of video games,

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right?
Mat Bergendahl: Correct.

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Dr. Michelle Colder Carras: Okay, great. So, we haven’t answered the age question yet.

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So I don’t know our range of ages. Why don’t we go ahead and bring that up now just for

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fun… If you’re able to do that, Marty?
Marty Oexner: It should be up now.

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Dr. Michelle Colder Carras: Somebody will have to describe to me then.

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Mat Bergendahl: I will do that for you. So we have nobody between the ages of 18 and

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24. Between the ages of 25 to 39 we have a total of 21 people for 44%; 40 to 54,15 people,

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which is 31%; 55 to 64, 11 folks at 23%; 65 and older 1 person at 2%.

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Dr. Michelle Colder Carras: Okay, that’s
really cool. Um, so the majority age group

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has grown up with Nintendo, and the Internet, and video games being basically a daily part

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of life. And then, many more folks, you know,
they may not have played video games growing

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up, but certainly should be aware of these
basic ones that we see here – Super Mario

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Brothers, you know, those early platformers.
Those came out in the 80’s and the 90’s

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even, and then in the early 2000’s we have
what are called massively lead multiplayer

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online games that bring together people throughout the world to play in the same game environment

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at the same time. These kinds of games emphasize
group play, they emphasize teamwork, and sometimes

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they emphasize combat and competition. And then finally, in the last 2010’s and more

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recently we have, we’re combining games with real environments. So, in the lower right

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corner you see Pokemon GO, and if you haven’t played that you should try it – it’s very

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interesting. And then, on the bottom left
corner, we have actual virtual reality, and

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this is an exercise game that I really love
because it can put you in a virtual environment

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and it gives you a really good incentive to
keep moving. So, let me see…, yeah, let’s

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move on, and we should have games differ and
sandbox.

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Mat Bergendahl: Yes, it is.
Dr. Michelle Colder Carras: Great. So, Mat

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has probably played both of these games more than I have, so, I’ll just describe them

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real quickly. On the left you see Minecraft, which probably everyone has heard of. It’s

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a game where you can build things with blocks, so you can see some users took the time to

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build the United Nations. It gives the opportunity to be really creative. It’s the kind of

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game where there are no rules, there’s no specific things that you have to do to progress

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in the game. And, in comparison, the game on the right is also a sandbox game. You can

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explore with it, you decide how you want to progress. But the difference with this game

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is that it is a survival game. So you start out naked in the woods and I believe you can

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get a rock and your goal is basically to survive, and if that involves killing other people,

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then that’s what you do. Mat, anything to add from those, from that idea of sandbox

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and Rust versus Minecraft?
Mat Bergendahl: Certainly, both games definitely

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have a very elevated sense of freedom as far as what you do, what you build. Games like

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Minecraft is also been considered to be kind of a great way to just relax in the environment

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and just build things. You’re right Doc,
I’m definitely a big fan of survival games.

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I enjoy that balance between maintaining your
own wellness versus, you know, continually,

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continuing your own goals within the game.
To me it’s a very relaxing environment to

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be in. People will say, “Well why would
you want to do that? You’re constantly worrying

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about your health and your stats and stuff like that”, but it’s just kinda like,

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you know, well, once you get into it, get
used to it, it’s very fun, very freeing.

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Dr. Michelle Colder Carras: Yeah, exactly.
So like we’ve talked about, games can be

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very engaging, and we have many different genres of games. There’s many more other

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than sandbox games, but we won’t really go into them in depth here. The Strong Children’s

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Museum in Rochester has a good online exhibition
of video game timeline, if you ever want to

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take a look at that. So, that’s something
that I could recommend. But let’s move on

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to what we can see when people become too engaged with games. So, we’ll talk about

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the negative before we talk about the positive.
If you could move on to the next slide? And

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hopefully you see Tokemon there.
Mat Bergendahl: Yes, you do.

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Dr. Michelle Colder Carras: Okay, great. So, from a health perspective, for a decade, the

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main perception of video games has focused
on a couple of negative areas, focused on

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whether video games contribute to violence
and whether playing games excessively can

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be a form of addition, and we now have some
kind of codified disorders. The first disorder

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is called Internet Gaming Disorder, which
appeared as a condition for further study

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in the DSM in 2013. And you can see here that
the symptoms of this disorder really closely

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resemble those of pathological gambling, which
really closely resemble substance addiction.

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And the motivation for creating a disorder
is that for some people gaming takes over

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their lives, to the point where they’re
unable to function, and there is evidence

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that playing games excessively, people can develop similar brain responses to what is

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seen in addiction. So, for that reason, the
working group, when this first became discussed

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in like 2011 or 2012, there was a question
of whether playing too much or using the Internet

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too much could be considered a compulsion
or an addiction, and after a lot of discussion

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it was decided to put it into the addiction
category because of the neuroscience behind

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looking at people who played a lot and people
who actually experienced this impairment that

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seemed more addiction like. So, that, however, that wasn’t the first official disorder.

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The first official disorder was designated
in 2018 in the ICD-11 by the World Health

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Organization. And the definition that you
see on the right side for that is I think

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more straightforward and it gives you a sense of real impairment being a necessity. So,

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in this case you have impaired control over gaming. Priority given to gaming over other

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activities, to the extent that gaming becomes the most important thing, and that this behavior

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pattern continues or gets worse, despite consequences,
and that it causes significant impairment,

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and is evident for 12 months, unless the impairment
is really threatening many, many areas of

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life in a very severe way. So, I’d like
to say that this is really finalized, and

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that experts around the world all agree that this is a serious problem, but there is still

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some disagreement, and the disagreement is
not that some people don’t experience serious

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addiction like problems, but that it is sometimes
difficult to distinguish between transitory

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engagement in games, such as that that might happen when a person is undergoing a difficult

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period in their life, or they have some other thing going on that they’re using games

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to deal with, and that this may temporarily
be a problem, but it might resolve, or, (17:17

00:17:23.970 --> 00:17:37.660
dog barking - Sorry, my dog watcher had not removed the dog from the room, I apologize.

00:17:37.660 --> 00:17:55.550
One more second, we’re gonna make sure she
gets out of the room). Okay, my apologies.

00:17:55.550 --> 00:18:02.680
The difficulties of conducting these things
from home. So, right and the other way we

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can think of engagement. Let’s move on to
the next slide. You can also have engagement

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as a way to connect to others and find yourself in an enjoyable setting where you’re playing

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a lot, but you’re not interfering with life.
And that’s when one of the concerns comes

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in, because many people who are working on the working groups to try to figure out how

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to identify and distinguish between addiction like problems and engagement. They don’t

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seem to understand very well, this idea of
extreme engagement. So, I don’t know, many

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of you are probably clinicians, many, if not
most, and you may have had patients who prefer

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to play games several hours a day. For many people, this may seem like a lot, but it may

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just be a preferred past time for them. Just
the way you might play soccer for hours a

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day as preferred pastime. But, because it’s not well understood outside of gaming circles

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quite yet, it seems like there’s not a good
way to really cover how to distinguish between

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that and addiction. So, hopefully though,
one thing that has happened as a result of

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the pandemic, is that 
we understand better that games can offer

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a huge advantage for allowing people a space
to enjoy their lives in settings where they

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are otherwise not able to enjoy them. And
I’ll talk about that a little bit more when

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I describe my early research with Veterans. So, what I have been trying to discuss in

00:20:07.160 --> 00:20:14.050
my research is the ideal that we need a paradigm shift – previously from public health and

00:20:14.050 --> 00:20:19.570
health research, we’ve thought of games
as negative. There are more and more studies

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coming out that show that traditional games for entertainment have possible uses for mental

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health. So, one of my papers that I have in
the bibliography provides more information

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about these, and I do cite these papers specifically
as well in the bibliography for this presentation,

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but just to quickly summarize, there have
been RCTs, randomized controlled studies,

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that show that playing Tetris after a traumatic experience reduces the number of intrusive

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thoughts in the following weeks, and that
of course may be protective against PTSD.

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The one in the middle here, I’m sorry, do
we, we moved to paradigm shift right? I may

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have forgotten to say next slide.
Mat Bergendahl: We’re there.

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Dr. Michelle Colder Carras: Okay. Sorry about that. So, Second Life, the middle picture

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there, Second Life, is a, is a, not really
a video game, but a virtual world where anyone

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can gather and socialize. And in this specific
picture you see my avatar on the end presenting

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with two of my colleagues from around the
world and we’re talking about the uses of

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video games for mental health, specifically
in the disability setting. I think that presentation

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might even be recorded, so I’ll try to find
it if anyone is interested. The game Solitaire

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has been used to monitor cognitive decline in people at risk. The game Bejeweled has

00:22:02.620 --> 00:22:11.590
been shown to reduce clinical depression,
to the point where people are out of the range

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of depression. Things like Game Boy, games, consoles, platforms – what am I trying to say… consoles

00:22:23.520 --> 00:22:31.740
I guess, they have been used by people with autism, for example, to empower them to interact

00:22:31.740 --> 00:22:38.150
with other folks and games like Pokemon GO can be used to promote physical activity.

00:22:38.150 --> 00:22:44.850
Next slide please. And just really quickly,
another of the papers that is in the bibliography,

00:22:44.850 --> 00:22:50.960
we discussed how video games can be used for therapeutic purposes by thinking about the

00:22:50.960 --> 00:22:55.780
fact that individuals chose games based on their life experiences, what’s going on

00:22:55.780 --> 00:23:04.150
in their lives, and then within the game they have some way to engage purposely and meaningfully.

00:23:04.150 --> 00:23:09.901
It can be immersive, and they have the opportunity
for social interactions and teamwork. Now

00:23:09.901 --> 00:23:16.430
how we can use those, from a clinical perspective, the games generate data, where we can capture

00:23:16.430 --> 00:23:24.420
that data, analyze it on the fly and then
use that to deliver intervention. So, sorry

00:23:24.420 --> 00:23:30.340
for glossing over that, but I have, we have
much more good stuff to give to you. So, next

00:23:30.340 --> 00:23:34.660
slide. And Mat, I think that you can take
over for a couple of minutes.

00:23:34.660 --> 00:23:39.030
Mat Bergendahl: Yep, I’m here, and thank
you Doc. So, we’re gonna talk a little bit

00:23:39.030 --> 00:23:44.770
more about Veterans and video games. That’s kinda where I come in when talking about Stack

00:23:44.770 --> 00:23:54.520
Up Overwatch program as well. Let’s go to
the next slide. Thank you. So let’s talk

00:23:54.520 --> 00:23:58.450
a little bit about Twitch. We have a couple
of pictures here that I’d kinda like to

00:23:58.450 --> 00:24:03.410
talk to you about. In that first one, the
picture in the top left-hand corner, you got

00:24:03.410 --> 00:24:08.240
Doc there and I’m sitting there
with my glasses on, the gentleman at the bottom,

00:24:08.240 --> 00:24:15.570
he’s our communications director at Stack
Up. We’re using the Twitch platform as a

00:24:15.570 --> 00:24:21.650
way to engage our Veteran population, as well as active duty and civilians, to talk a little

00:24:21.650 --> 00:24:27.590
bit about what’s going on with COVID. When COVID first hit, you know, the biggest, there

00:24:27.590 --> 00:24:31.560
were a lot of questions out there, and there were a lot of concerns. A lot of worries as

00:24:31.560 --> 00:24:38.870
far as what can we do protect ourselves. We were also, you know, trying to do our part

00:24:38.870 --> 00:24:44.770
as far as combating this misinformation, which, you know, at that time there was quite a bit

00:24:44.770 --> 00:24:49.860
of it, a lot of speculation as far as how
to prevent, you know, spreading it or how

00:24:49.860 --> 00:24:56.310
to prevent getting it in the first place.
So we would Twitch. Twitch is a streaming

00:24:56.310 --> 00:25:01.820
platform, for whose of you who don’t know
more often than not is being used to stream,

00:25:01.820 --> 00:25:07.790
live stream video games where the streamer can engage directly with their audience and

00:25:07.790 --> 00:25:13.830
that’s one very essential tool about this
platform, is that there is that high level

00:25:13.830 --> 00:25:19.020
of engagement that is going on. So going back to the streams, the COVID streams that Doc

00:25:19.020 --> 00:25:25.740
and I were doing you will see in that top
right-hand corner, you can see a screen shot

00:25:25.740 --> 00:25:30.980
of what it looks like, you know, when we were talking about various, the mental health impacts

00:25:30.980 --> 00:25:38.520
and the impacts to your health about COVID, the viewers will sit there and watch and then

00:25:38.520 --> 00:25:45.110
ask questions directly, very much like you’re doing right now. And that’s what made Twitch

00:25:45.110 --> 00:25:51.430
such a powerful tool. It’s not just for
gaming – you can use it for mental health,

00:25:51.430 --> 00:25:59.240
you can use it for artwork or music, there’s
several different ways to use it. So, Twitch

00:25:59.240 --> 00:26:05.320
in itself is definitely a powerhouse when
it comes to the gaming community so as such,

00:26:05.320 --> 00:26:13.140
for Veterans and active duty people it is
a tool for them as well when it comes to engagement.

00:26:13.140 --> 00:26:22.070
Nest slide please. So here’s the other part
about Stack Up, is the discord platform. As

00:26:22.070 --> 00:26:27.650
you had seen on the polls, if you had a chance
to weigh in on them, it’s, it’s a very

00:26:27.650 --> 00:26:36.140
intuitive program. It has different ways of
reaching out and engaging with the community.

00:26:36.140 --> 00:26:41.450
The Stack Up program organization, which we will go into a little bit more in depth later,

00:26:41.450 --> 00:26:46.710
it does most of its engagement online. And
that’s what makes it have that’s what

00:26:46.710 --> 00:26:53.050
gives it the capability of having such a larger reach, as opposed to more localized organization.

00:26:53.050 --> 00:26:59.440
We can be reached throughout the entire world. In fact, we’ve got members from New Zealand,

00:26:59.440 --> 00:27:05.620
Australia, United Kingdom, all over the world. This is the platform that we use to engage

00:27:05.620 --> 00:27:11.741
the rest of the community, meetings, as well as the StOP program, the Stack Up Overwatch

00:27:11.741 --> 00:27:19.400
program. So we kind of talk a little bit about here. You can see here with a chat, you know,

00:27:19.400 --> 00:27:25.340
it’s just, it’s very, it’s about as
close and personal as you can get. You also

00:27:25.340 --> 00:27:32.120
have the capability of doing voice chats or
video chats, sharing your screen, or even

00:27:32.120 --> 00:27:41.620
if we want to streaming your own desktops.
For example, for our community nights they

00:27:41.620 --> 00:27:46.760
will have movie night, so would all sit there
and watch a movie together and chat about

00:27:46.760 --> 00:27:53.570
it in the discord channel and here with the
StOP program it’s within the Stack Up community.

00:27:53.570 --> 00:28:01.280
It gives immediate access for those who are looking for mental health assistance or if

00:28:01.280 --> 00:28:05.550
they’re in like some kind of a crisis we
can help them get set up with resources as

00:28:05.550 --> 00:28:14.750
well. Next slide please. So, we definitely
want to talk a little bit about the Veteran

00:28:14.750 --> 00:28:23.230
gamer when it comes to just, like what I would call like, you know, the influences. I don’t

00:28:23.230 --> 00:28:29.100
want to read this slide off to you completely,
but it’s important to take note and take

00:28:29.100 --> 00:28:37.130
a look to see just how these online communities,
like Stack Up, can have an influence on an

00:28:37.130 --> 00:28:44.630
individual person. And here we’ll see on
the micro-system peer support, the VA itself

00:28:44.630 --> 00:28:51.200
uses peer support specialists throughout the country and, at least from my feedback that

00:28:51.200 --> 00:28:57.630
I’ve been given, both as a Veteran and as
a mental health professional, it has a tremendous

00:28:57.630 --> 00:29:08.140
success. And that’s exactly one of the reasons why it’s the, the program within Stack Up

00:29:08.140 --> 00:29:14.380
is so, a very successful one because of the way the peer support specialist have that

00:29:14.380 --> 00:29:20.600
capability to reach out to the member when they are in need of help. And then the actual

00:29:20.600 --> 00:29:25.920
system, we had the Stack Up community as a whole. It’s very similar to, you know, the

00:29:25.920 --> 00:29:31.560
VA system, and of course other mental health resources when we are trying to help out that

00:29:31.560 --> 00:29:38.480
Veteran, or that active duty personnel who
are experiencing some issues. And then of

00:29:38.480 --> 00:29:45.170
course we have, you know, the macro-system as a whole. The military culture and the gaming

00:29:45.170 --> 00:29:51.760
culture, there is definitely some overlap
there. And we see that influenced throughout

00:29:51.760 --> 00:30:01.250
the entire system, you know, straight down
to the individual user when it comes to overseeing

00:30:01.250 --> 00:30:06.130
in the Stack Up community. We have Veterans
who served and have done several deployments,

00:30:06.130 --> 00:30:13.670
and then we have Veterans who were serving
during times and they were never deployed.

00:30:13.670 --> 00:30:21.590
But they all have gaming culture in relation.
So, it makes the common ground, that common

00:30:21.590 --> 00:30:28.700
knowledge, you know, it makes it a little
bit easier for the peer support folks to reach

00:30:28.700 --> 00:30:33.710
out to them. And then of course you see, on the very last here, is COVID-19. And that

00:30:33.710 --> 00:30:38.850
impacts all of them. And that’s exactly
what gets seen inside Stack Up when it first

00:30:38.850 --> 00:30:45.910
started to hit, folks coming in that are talking
about family members who ended up getting

00:30:45.910 --> 00:30:51.700
COVID, some of them who had passed away. We
have a lot of first responders here too who

00:30:51.700 --> 00:30:58.700
are also Veterans talking about their experiences
of dealing with COVID-19 as a first responder.

00:30:58.700 --> 00:31:05.400
So, it certainly has had a huge impact on
every single one of these systems and how

00:31:05.400 --> 00:31:14.730
the Stack Up community was doing business.
Next slide please. Well let’s talk a little

00:31:14.730 --> 00:31:20.891
bit more about Stack Up. At Stack Up, we have four pillars of our program. The first one

00:31:20.891 --> 00:31:25.860
is the Stack Up Overwatch program, which we talked about it is definitely the most direct

00:31:25.860 --> 00:31:31.870
mental health benefit that we have within
the online community. Then we have stacks,

00:31:31.870 --> 00:31:39.730
which is more of the boots on the ground group, where each stack is localized between, in

00:31:39.730 --> 00:31:45.890
a city, or a couple of cities, depending on
where they’re at. It gives the opportunity

00:31:45.890 --> 00:31:53.930
to come together and do community services,
sometimes doing just fun events, interacting,

00:31:53.930 --> 00:32:00.170
social gathering, which is, you know, the
basics of Stack Up is all about community

00:32:00.170 --> 00:32:06.551
and social connectivity. Then we have Air
Assaults. If you take a look at the picture

00:32:06.551 --> 00:32:10.630
on the top right-hand corner, you see a lot
of folks wearing the red shirts, the Stack

00:32:10.630 --> 00:32:17.110
Up red shirts the famous brand of what we
wear when we’re going out to groups. The

00:32:17.110 --> 00:32:25.220
Air Assaults we, we have a group of what we consider Veterans who are, you know, a lot

00:32:25.220 --> 00:32:31.900
of them are disabled, some of them have wounds from their deployment, and we get them all

00:32:31.900 --> 00:32:38.860
together, and we take them out to places like Comic Con, or PAX for those who know about

00:32:38.860 --> 00:32:45.350
it. Just kind of a way to get Veterans who
are often isolated and disconnected, into

00:32:45.350 --> 00:32:51.250
a group of other Veterans where they can sit there and engage in a platform that they enjoy,

00:32:51.250 --> 00:32:57.170
be in an area that they, you know, again,
most gamers know of PAX and they definitely

00:32:57.170 --> 00:33:04.120
just want to just check it out. And then we
kind of give them the VIP treatment. And then

00:33:04.120 --> 00:33:09.900
again, the idea is to get them all together,
and very organically you will see them sitting

00:33:09.900 --> 00:33:16.960
there talking and swapping stories about their time of being in the military. Very, very

00:33:16.960 --> 00:33:24.970
interesting ways of engagement, and again, we spend them, an all expense paid trip, including

00:33:24.970 --> 00:33:29.940
the lodging and of course getting them there to the PAX, food as well. The only thing

00:33:29.940 --> 00:33:34.720
that we do is just try to be there for them
and talk to them about what they’re experiences

00:33:34.720 --> 00:33:41.170
are like. The very last thing that we have
is a Supply Crate. The Supply Crates are seen

00:33:41.170 --> 00:33:47.070
at the bottom left-hand corner there. We send them out to Veterans from active duty members

00:33:47.070 --> 00:33:53.080
– a lot of the active duty members who are
deployed, you know, um, video games once again

00:33:53.080 --> 00:34:00.300
serves as a way to unwind and de-stress when it comes to being out there in a war zone.

00:34:00.300 --> 00:34:06.230
Talking a little bit about myself I was in
Iraq during the start of the war back in,

00:34:06.230 --> 00:34:13.679
well, 2003, and you know, and being in security forces it was a very demanding job it was

00:34:13.679 --> 00:34:19.590
very sketchy at times, to say the least, and
so after a long day of work I would go back

00:34:19.590 --> 00:34:25.570
to our tent and fire up the TV on my day off and play a game on my PlayStation 2. It was

00:34:25.570 --> 00:34:31.360
just my way to take a break from everything that was going on. So, this is basically the

00:34:31.360 --> 00:34:36.090
same thing. Deployed members can send out requests for Supply Crates, we’ll fill up

00:34:36.090 --> 00:34:42.919
a tote full of X-Boxes, Video games, t-shirts, a bunch of other swag that will help them,

00:34:42.919 --> 00:34:48.330
hopefully help them during their time out
there in the desert or in the Middle East,

00:34:48.330 --> 00:34:53.650
or wherever they are. We’ve sent these out to the entire world as far as our reach goes.

00:34:53.650 --> 00:34:58.260
It just really depending if the service members are there, we can definitely try to get them

00:34:58.260 --> 00:35:07.480
a Supply Crate. Next slide please.
Dr. Michelle Colder Carras: Back to me…

00:35:07.480 --> 00:35:14.800
I’m gonna try to skip ahead a little bit.
Hi everyone, I’m officially in here now

00:35:14.800 --> 00:35:20.930
and my dog is actually behind the door somewhere.
So, hopefully we’ll have a more smooth presentation

00:35:20.930 --> 00:35:26.320
now. Um, I’m actually going to skip ahead,
because we’ll talk about Veteran’s use

00:35:26.320 --> 00:35:33.750
of video games. This was a project that ran from 2016 to 2017 and in cooperation with

00:35:33.750 --> 00:35:42.030
the VA. We asked Veteran gamers who gamed regularly for like 7 hours a week. We asked

00:35:42.030 --> 00:35:47.230
them about the role that games played in their lives, and in their mental health recovery,

00:35:47.230 --> 00:35:53.000
and we found that for these gamers, the few gamers that we interviewed in this qualitative

00:35:53.000 --> 00:35:59.600
research study, that games helped relieve
some symptoms that were otherwise very difficult

00:35:59.600 --> 00:36:08.090
to relieve. It gave them a way to cope when the tools that they were learning did not

00:36:08.090 --> 00:36:16.320
really make it. And let me just show you a
few of the quotes, and again, again you’ll

00:36:16.320 --> 00:36:22.540
be able to see these in the downloadable slides. For example, in terms of connecting with other

00:36:22.540 --> 00:36:28.540
people, they were happy to be able to connect with other Veterans out there. Again, it goes

00:36:28.540 --> 00:36:33.190
back to the culture that Mat was talking about. We all know the lingo that, that part of the

00:36:33.190 --> 00:36:39.680
culture helps maintain good relationships
with family. Again, I apologize for skipping

00:36:39.680 --> 00:36:44.800
through, but you will have access to these
slides. The thing that really struck me as

00:36:44.800 --> 00:36:50.210
a mental health researcher, and a person with lived experience, is that games could be used

00:36:50.210 --> 00:36:56.790
for distraction when nothing else worked.
If you need to be sober and you’re playing

00:36:56.790 --> 00:37:02.200
a video game for 8 hours a day, then you’re not using heroin for 8 hours a day. To me,

00:37:02.200 --> 00:37:11.590
that was a very powerful finding. Now, lets
move on to the project that we are working

00:37:11.590 --> 00:37:16.050
on now. This is the evaluating the Stack Up Overwatch program. And Mat, I’m trying to

00:37:16.050 --> 00:37:20.540
remember is this one of the slides that you
were doing or I was doing?

00:37:20.540 --> 00:37:27.099
Mat Bergendahl: Um, I think this is the one
that I’m going to go ahead and do. So let’s

00:37:27.099 --> 00:37:32.780
talk a little bit about the general chat.
Again folks, this is in reference to the discord

00:37:32.780 --> 00:37:38.230
channel, you know with this evaluation, there is a couple of things that we need to take

00:37:38.230 --> 00:37:43.330
at look at as far as the depth of what you
can do within discord. So as you see here,

00:37:43.330 --> 00:37:51.500
we have the general chat. We talked about, you know, around 2000 users online, but it’s,

00:37:51.500 --> 00:37:56.090
realistically, as far as active users, it’s
a little bit, well, it’s a lot smaller than

00:37:56.090 --> 00:38:01.320
that, like around 200 folks. The general chat itself is used just for casual discussion.

00:38:01.320 --> 00:38:07.440
Often people are talking about current events, a lot of gifts are being shared back and forth.

00:38:07.440 --> 00:38:12.180
We use that for our meetings. The Wednesday night meetings that we have where we engage

00:38:12.180 --> 00:38:18.320
directly with the community and getting feedback and discussing things that are coming up.

00:38:18.320 --> 00:38:25.180
Again, it’s just for overall general use.
Now, within that program, or within that sever,

00:38:25.180 --> 00:38:30.860
we have the Overwatch program. That is much more specific in scope as far as what it’s

00:38:30.860 --> 00:38:41.990
being used for. The Overwatch program is where users will come when they are in need of assistance.

00:38:41.990 --> 00:38:46.500
You know, folks will come and some of them will be a little bit more guarded and say,

00:38:46.500 --> 00:38:53.270
‘Hey, I need some help’, and one of the,
the support folks will come and reach out

00:38:53.270 --> 00:38:58.920
to them. Sometimes people will be very blunt and open and they’ll completely discuss

00:38:58.920 --> 00:39:06.770
what’s going on. We wanna offer them, we
do offer them private chats. We, within the

00:39:06.770 --> 00:39:12.290
Overwatch program, we can do one-on-one voice
chats with them to give them a little bit

00:39:12.290 --> 00:39:22.090
more sense of protection as far as having
everybody seeing what’s going on. And so,

00:39:22.090 --> 00:39:27.230
while some folks are very open about it, some folks want to have an opportunity to go into

00:39:27.230 --> 00:39:33.240
one-on-ones and so that’s why we have the private
voice or the text chat channel. Within that

00:39:33.240 --> 00:39:41.720
is where we are starting to do the assessment
of that person. Each person that comes into

00:39:41.720 --> 00:39:49.410
our chat channel, are assessed for their suicidal or homicidal
ideations, we try to find some sort of support

00:39:49.410 --> 00:39:55.000
system for them. It’s very, it’s very
solution focused, orientated as far as getting

00:39:55.000 --> 00:40:01.370
them services that they need as well, of course, as doing the follow-up with them. We want to

00:40:01.370 --> 00:40:05.520
make sure that when they come in there, even if they are there just to vent, and believe

00:40:05.520 --> 00:40:09.570
me, we definitely get them quite often, we
want to make sure that they walk away with

00:40:09.570 --> 00:40:19.369
some sort of solution oriented goals for them, and that’s kind of two-fold – one, it

00:40:19.369 --> 00:40:25.820
puts the responsibility back on the user as
far as, you know, working through their own

00:40:25.820 --> 00:40:32.620
challenges, as we always say “You are your own best advocate”, and at the same time,

00:40:32.620 --> 00:40:38.510
it gives them that empowerment that they are taking advances towards changing their issue

00:40:38.510 --> 00:40:47.130
that’s going on. Okay, so next slide please.
Dr. Michelle Colder Carras: Okay, I think

00:40:47.130 --> 00:40:51.740
we’re back to me, and what I’m going to
do since we only have a couple of minutes,

00:40:51.740 --> 00:40:56.390
is I’m going to skip through some of this
very quickly and make sure we get to some

00:40:56.390 --> 00:41:02.760
of the questions from chat, and I think it
was not Steven Bundy, but Steven Richardson,

00:41:02.760 --> 00:41:08.940
“Please make sure that…” there it is…,
“the age limitations to prevent addiction

00:41:08.940 --> 00:41:14.690
in young and cognitively developing children.”
I’m afraid, you can, if you’d like, you

00:41:14.690 --> 00:41:19.080
can E-mail me and I’m happy to have that
discussion with you, but it’s not something

00:41:19.080 --> 00:41:24.230
that’s really relevant for our presentation
right now, so I do have those other questions

00:41:24.230 --> 00:41:29.440
about discord and Twitch and we will answer
those for sure. So, I’m gonna skip forward

00:41:29.440 --> 00:41:35.720
a bit, just really quickly. This is how we
combine the data sources for our current evaluation

00:41:35.720 --> 00:41:40.760
study. These are the questions for our study. “Basically, what is StOP, is it being delivered

00:41:40.760 --> 00:41:46.460
the way we expect it, and is it fulfilling
its mission?” So, just to, quickly, we conducted

00:41:46.460 --> 00:41:52.950
a mixed method study with four data sources
including chat analysis, a survey and analysis

00:41:52.950 --> 00:42:02.740
of intake forms and interviews with the providers.
So, these are our mixed methods integration

00:42:02.740 --> 00:42:08.730
findings. StOP is designed to be an online
chat room based crisis intervention program.

00:42:08.730 --> 00:42:14.130
Users have tried other approaches to address
their mental health issues and we understand

00:42:14.130 --> 00:42:20.010
this in the Veteran world that there are many reasons why Veterans want to seek help and

00:42:20.010 --> 00:42:23.540
don’t, or they have tried to seek help and
haven’t been satisfied or haven’t been

00:42:23.540 --> 00:42:29.440
able to get the help that they need. And,
users appreciate the different formats that

00:42:29.440 --> 00:42:36.810
they can use to get help. Is it being delivered as expected? Staff team members follow the

00:42:36.810 --> 00:42:44.660
rubric for working with people who seek help. There are a few technical problems, but every

00:42:44.660 --> 00:42:47.850
once in a while something will come up that the team will have to develop a work around

00:42:47.850 --> 00:42:54.170
for. At the point that we collect the data,
screening for suicide risk was inconsistent,

00:42:54.170 --> 00:43:00.070
but because this is a grass roots program,
it evolves very quickly, and even since that

00:43:00.070 --> 00:43:05.630
time there have been additional policies to
improve the screening for suicide risk. So,

00:43:05.630 --> 00:43:14.000
we know from, even from suicide hotlines,
that screening is not always 100%, so the

00:43:14.000 --> 00:43:20.750
goal is to bring it up to the standards for
suicide hotline. And, is it fulfilling its

00:43:20.750 --> 00:43:27.760
mission? It is providing connection. The peer support format is a big contributor to that.

00:43:27.760 --> 00:43:32.550
It provides users with suggestions for getting professional counseling, for hooking up to

00:43:32.550 --> 00:43:38.270
the VA program and other types of resources that they might struggle to find otherwise.

00:43:38.270 --> 00:43:45.680
And the military and Veterans who use StOP, they really appreciate the fact that the StOP

00:43:45.680 --> 00:43:54.670
peer supporters understand military and Veterans. Now we also have a section of the grant on

00:43:54.670 --> 00:44:01.200
the COVID-19 pandemic, and like Mat said, many, many people have been severely impacted,

00:44:01.200 --> 00:44:06.500
but there is some tension in our funding because we also found that some people were, they

00:44:06.500 --> 00:44:11.460
felt like, the meme was, “I’ve been training
for this my whole life”, you know, having

00:44:11.460 --> 00:44:16.740
to stay home and connect with people through
the Internet. For those people who hadn’t

00:44:16.740 --> 00:44:23.170
yet been effected seriously, that was one
thing that came out of our findings as well.

00:44:23.170 --> 00:44:30.010
So, there are many challenges and lessons learned from this study. And, I think the

00:44:30.010 --> 00:44:36.240
best place to learn more about them is going to be our paper, because even just to begin

00:44:36.240 --> 00:44:41.350
with, let me address those questions real
quick. Unsavory discord servers. So going

00:44:41.350 --> 00:44:46.300
back to the idea of a gaming culture, some
things about the gaming culture can be unsavory

00:44:46.300 --> 00:44:53.480
for sure. Toxicity can be a problem in the
gaming culture, and even just people being

00:44:53.480 --> 00:44:59.109
kind of lighthearted and using locker room
talk and insults, you know, those are gaming

00:44:59.109 --> 00:45:06.610
and military things. So, it is easy to see
where things can go on that aren’t supportive

00:45:06.610 --> 00:45:15.080
of mental health. So, that’s at, that’s
a cultural thing that has to be attended to.

00:45:15.080 --> 00:45:21.320
In Internet spaces, including discord and
Twitch and other places that gamers hang out,

00:45:21.320 --> 00:45:27.240
they seem to be anonymous, but at the same time it’s not difficult to identify people.

00:45:27.240 --> 00:45:31.640
So when you’re doing research you have to be very, very careful in how you proceed,

00:45:31.640 --> 00:45:39.950
and we did this by having me, as the lead
researcher, be a part of the Stack Up community

00:45:39.950 --> 00:45:46.280
for a couple of years, and then work with
them very carefully to describe and decide

00:45:46.280 --> 00:45:51.850
how we were going to deal with the need for privacy and anonymity. And I think the only

00:45:51.850 --> 00:45:56.960
other thing that I want to mention right now, two other things, when we think about the

00:45:56.960 --> 00:46:03.869
target population for an online study, it’s
really important to consider what it means

00:46:03.869 --> 00:46:09.000
to be a member of a server or a community, and what it means to be an active member,

00:46:09.000 --> 00:46:16.400
because that will really effect how we interpret our results. Also, how we define peer support,

00:46:16.400 --> 00:46:23.380
it’s defined very specifically within the
VA context and within Stack Up. One of the

00:46:23.380 --> 00:46:28.710
things that it was originally designed to
be was not peer support the way that we think

00:46:28.710 --> 00:46:37.070
of it, but more like citizen support or community member support, but through out interviews

00:46:37.070 --> 00:46:42.670
and our other qualitative data, and even some of our quantitative data, we found that the

00:46:42.670 --> 00:46:51.790
lived experience of being a Veteran and / or struggling with a mental heath challenge,

00:46:51.790 --> 00:46:58.750
that was a very important part of the delivery of the support, as well as the meaning and

00:46:58.750 --> 00:47:03.530
the growth of the peer support, we don’t
want to say providers, but the people who

00:47:03.530 --> 00:47:12.260
are providing the peer support. So, that wraps it up. My apologies for dog barking and other

00:47:12.260 --> 00:47:17.870
tech problems and running a bit long. Um,
I can look at the chat now, or if somebody

00:47:17.870 --> 00:47:22.010
wants to tell me what the unanswered questions are, Mat and I can definitely answer those

00:47:22.010 --> 00:47:29.670
questions now.
Ralf Schneider: Okay, there was a general

00:47:29.670 --> 00:47:37.220
question earlier, this is Ralf, from Sarah
Fisher, about wondering if there was any evidence

00:47:37.220 --> 00:47:45.050
she can look into about or regarding the benefits of gaming across age ranges and she was thinking

00:47:45.050 --> 00:47:52.580
about those who start gaming early may be developing some skills at an early age that

00:47:52.580 --> 00:47:57.070
would benefit. Any thoughts on that?
Dr. Michelle Colder Carras: Okay, that’s

00:47:57.070 --> 00:48:02.700
a really good question. It actually ties in
a little bit to the question from Steven Richardson,

00:48:02.700 --> 00:48:07.260
that I said that I didn’t want to answer.
So now I can answer it in the context There

00:48:07.260 --> 00:48:14.400
are definitely advantages to playing when
you’re young. These advantages in learning

00:48:14.400 --> 00:48:20.770
skills like turn taking, communicating, and
when we think of communicating, okay, I’m

00:48:20.770 --> 00:48:27.020
55, when I think of the importance of learning how to communicate as a child, my mind inherently

00:48:27.020 --> 00:48:32.640
goes to face-to-face communication because I think, well, that’s the human thing, that’s

00:48:32.640 --> 00:48:38.930
what humans need. But, in reality, children
are growing up in a global society, where

00:48:38.930 --> 00:48:44.130
learning how to communicate online is going to be equally important to learning how to

00:48:44.130 --> 00:48:51.070
communicate face-to-face. So, that’s one
of the skills that children can learn as they

00:48:51.070 --> 00:48:58.490
are growing. But, like Steven was implying, there’s also, because children lack the

00:48:58.490 --> 00:49:04.820
self-regulatory skills, there is the chance
that their interest in gaming can be, it can

00:49:04.820 --> 00:49:12.270
more easily get out of hand. So I’m, I think
that setting limits, you know, the research

00:49:12.270 --> 00:49:18.310
shows that putting age limits on games is
not as effective as we would hope, but 

00:49:18.310 --> 00:49:25.270
making people more aware of the content and how this specific content can lead to different

00:49:25.270 --> 00:49:31.109
kinds of problems, like some things might
be more addictive, or might make people more

00:49:31.109 --> 00:49:36.090
likely to rampantly spend money or likely
gambling, like those kinds of things are good

00:49:36.090 --> 00:49:45.869
to be, to include in labels for games. So,
I don’t think I answered the HIPAA issue

00:49:45.869 --> 00:49:53.660
questions very well. My understanding of HIPAA is that it has to do with healthcare institutions,

00:49:53.660 --> 00:50:00.970
so I’m not sure. There are one or two actual, actually there are one or two Twitch streamers

00:50:00.970 --> 00:50:05.790
who are providing, they say they’re not
really providing healthcare services, but

00:50:05.790 --> 00:50:09.660
they’re talking with people about their
addictions and about their mental health problems.

00:50:09.660 --> 00:50:18.050
So in that sense, possibly, you know, there
could be this idea that healthcare services

00:50:18.050 --> 00:50:22.590
are being provided in these communities, and then HIPAA would become a problem. But otherwise,

00:50:22.590 --> 00:50:28.720
it’s more of a, more of a general privacy
issue. So, for example, my gamer handle is

00:50:28.720 --> 00:50:35.640
MichelleDocColderCarras and so I’m open
because I want people to be able to contact

00:50:35.640 --> 00:50:42.030
me and learn about my research, but most people have gamer handles like Frag-O…, Mat, that,

00:50:42.030 --> 00:50:47.360
you know, aren’t easily linked with their
real identity. Nonetheless it’s not difficult

00:50:47.360 --> 00:50:54.750
to track someone down. So I’m scrolling
up really quickly through the chat. I’m

00:50:54.750 --> 00:50:58.369
so glad that we have people involved in the chat. That’s really great  

00:50:58.369 --> 00:51:06.830
Ralf Schneider: There was another one near the end um, about how to get, for peers, how

00:51:06.830 --> 00:51:15.970
to get their Veterans involved in Stack Up
or StOP or even a local gaming group. And

00:51:15.970 --> 00:51:18.940
I know we…
Dr. Michelle Colder Carras: Those are all

00:51:18.940 --> 00:51:23.410
great. Yeah, Mat, take it away.
Mat Bergendahl: Sure, so there’s a couple

00:51:23.410 --> 00:51:30.190
of ways that this can be done. I think one
way would be, it really depends on if that

00:51:30.190 --> 00:51:35.760
Veteran is interested in utilizing the services or maybe providing services, if they want

00:51:35.760 --> 00:51:43.560
to join the community. It’s really, I would
say that, you know, we can always just, you

00:51:43.560 --> 00:51:50.971
know send that peer support specialist information about Stack Up, maybe talk with them. Our

00:51:50.971 --> 00:51:57.310
managers that we have for the stack program could certainly help facilitate that as well.

00:51:57.310 --> 00:52:04.560
One of the, Chris, he’s an Army Veteran,
just about ready to retire, he’s always

00:52:04.560 --> 00:52:11.750
been interested in bringing more folks into
the program. And again, they can obviously

00:52:11.750 --> 00:52:15.820
pick and choose as far as their engagement goes they can, you know, we are always looking

00:52:15.820 --> 00:52:22.780
for more community members and if somebody feels interested they are inclined to actually

00:52:22.780 --> 00:52:29.210
maybe work one of the programs, like the stacks program or the StOP program, we will help

00:52:29.210 --> 00:52:36.740
them out with that as well of course. So, let me, I’ll put my E-mail address in the

00:52:36.740 --> 00:52:44.770
chat if you wish to reach out and I can help facilitate that.

00:52:44.770 --> 00:52:55.230
Ralf Schneider: Great. This is Ralf, I see
we’re running out of time, but I thank everybody

00:52:55.230 --> 00:53:01.869
for all the comments, and Dr. Colder Carras
and Mr. Bergendahl, really appreciate this.

00:53:01.869 --> 00:53:08.930
This is exciting stuff (cuts out 53:00) and
again thanks so much to everybody.

00:53:08.930 --> 00:53:14.370
Dr. Michelle Colder Carras: Thank you everyone.
Mat Bergendahl: Thank you everybody.

