Video Games

The FWD Download Vol. 2: Art Style on the Go

The FWD Download Vol. 2: Art Style on the Go 150 150 GAMESFWD

The Art Style series from Nintendo and skip Ltd. is making waves in the puzzle game genre. After spending only a few minutes with these games, it was clear to me that their smooth, polished presentation, unique atmosphere and innovative gameplay set them apart from most other puzzle titles on the market.

I had the opportunity to try out four of the latest Art Style titles for the Nintendo DSi: PiCTOBiTS, BOXLIFE, BASE 10 and Zengage. Exclusively available for download on DSiWare for the price of 500 Nintendo Points each, these highly ingenious puzzle games promise to challenge any player regardless of their skill level. More…

PiCTOBiTS

This DSi game is a must have for old-school Nintendo fans. Each level of the game presents 8-bit themed graphics and music inspired by launch-era NES titles, such as Mario Bros., Ice Climber and Balloon Fight. This simple yet challenging puzzler is vaguely reminiscent of Tetris, the goal being to clear a certain number of squares from the screen to reveal an image taken from one of these early NES games.

Large blocks of varying shape and colour, called megabits, come down the bottom screen in waves. As they fall, players pick up single bits with the stylus and add them to the megabits, clearing them by making 4-bit lines or shapes of at least 2 x 2 bits. Uncleared pieces of megabits will break down into bits.

The bits you pick up are held into an 8-spot queue. When your screen becomes dangerously full, you have the option to hit the POW button which will clear two lines at the bottom of the screen. However, every time this feature is used one spot in the queue will be disabled.

As you advance in the game, permabits will be thrown into the mix. These pieces cannot be picked up in the queue and can therefore only be cleared as they enter the screen. For every megabit and permabit cleared, players earn one coin, which can be used to unlock additional music and dark version of stages. Dark versions offer a higher degree of difficulty with pieces coming down at a much faster pace.

This game is quite challenging requiring players to think and act fast. While I found PiCTOBiTS amusing in short bursts, I felt it was a bit stressful to play for longer periods of time.

BOXLIFE

This title is an unusual puzzle game which will test your logic and spatial recognition skills. Its cute pixel art graphics and 8-bit music are quite charming. The game offers two playing modes, both of which will have players building cubes out of various patterns.

The main mode, R&D, offers 14 levels to play. The goal of each is to use the given pattern and fold it all into cubes before the time expires, using only three functions: cut, fold and mend. The second, Factory, is a timed mode which becomes unlocked later on. In this variation of the game, players have an unlimited pattern to work from to build as many cubes as possible before the clock runs out. Bombs are also introduced, which will blow up to destroy part of the pattern, costing players a penalty. They can be removed by trapping them in a cube before they turn go off.

BOXLIFE is quite simple to play, yet truly engaging and original, making it definitely worth a look for any puzzle game enthusiast.

BASE 10

BASE 10 is like no other game I have ever encountered. Entirely number-based, this puzzle game is sure to challenge most players with its innovative game mechanic. Requiring both good mental math skills and pattern recognition abilities, BASE 10 can be a bit intimidating to play at first. But as they progress, players will learn to recognize number patterns helping them solve the game.

The title has four modes including a local wi-fi multiplayer option. The main mode, Zerosum, offers nine levels to play each using an additional number. For example, the first level uses 1s and 2s, the second 1s, 2s and 3s, and so on. Players must clear a fixed quantity of numbered-tiled by selecting connected digits adding up to 10.

The twist lies in sliding the numbered tiles, up/down and left/right, to arrange them. Flipped numbers will change, become disabled or remain the same. For example, a flipped 2 turns into a 5, a flipped 8 is the same all around and a flipped 3 is nothing, therefore becoming unusable. The closer you are to completing a level, the faster the numbers fill up the board. Red digits will also appear which cannot be moved or flipped. Once used, a red tile will clear all other tiles showing the same number.

The second mode, Puzzle, presents players with set tiles to clear, using as few moves as possible. Infinite mode is a marathon version of Zerosum, where players clear lines for high scores until the board gets filed up.

BASE 10 has a minimalistic style and cool ambient soundtrack making for a slick presentation. With its fast pace, this challenging and novel game is sure to test your speed and mental acuity.

Editorial Note: Left-handed players should be aware that skip Ltd. inexplicably omitted a “lefty flip” option from BASE 10, which may render it unplayable to some. – Brian

Zengage

Zengage can be best described as hypnotic. I found myself getting completely absorbed and even mesmerized by the sounds and colours while playing. This simple puzzle game has players matching tiles and pegs of the same colour, with a mechanic comparable to the Rubik’s Cube.

Groups of nine puzzles are presented in different audiovisual environments, starting with Sky, River and Forest. In as little moves as possible, players will slide the tiles until they match the pegs on the board. However, as you advance in the game, some parts of the boards will be bolted down, limiting the ways in which you can move the tiles. Later levels will also introduce vector tiles which will allow you to move the pegs around the board.

Zengage is a simple and very enjoyable game. I even found it relaxing and didn’t mind having to retry puzzles several times. This title is an excellent way to practice your spatial recognition skills and logic without any pressure. The game even allows you to keep playing a level even after having failed it.

Nintendo and skip Ltd. hit the mark with these four Art Style games which are genuinely fun and very original in their presentation and design. Anyone with a DSi should certainly check them out, especially fans of the puzzle genre or those interested in testing their mental skills. While being similar in style and feel, these games each offer a unique gameplay experience, one of which will surely be right for you.

Link FWD: Groups and Organizations

Link FWD: Groups and Organizations 150 150 GAMESFWD

Since its inception in 2008, Game Forward has been collecting links related to Serious Games, Health & Fitness Games, Educational Games, Game Accessibility and Virtual Worlds. This article will serve as a link repository that will be updated and edited on a monthly basis.

We have separated our links into three categories; Education and Research, Groups and Organizations and Hardware and Software Developers. If you feel that a link to your website should be included by Game Forward, please leave a comment below or send a detailed e-mail to links[at]gamefwd[dot]org. Please note that we are not interested in participating in advertising-style link exchanges and have set up these articles as a resource for people interested in the subjects we cover. Thank you for your co-operation.

AbleGamers – AbleGamers.com is a site that is dedicated to the disabled gamer, causal or hardcore. They offer a safe place for any gamer with any disability to explore, to find news on games that has the disabled gamer in mind, and to meet others, and solve issues as a team, and a family.

Abledbody – Media and communications company with a focus on disability issues. The website  has emerged as a trusted voice on disability issues to consumers, businesses and the media.

AMD Changing the Game – AMD Changing the Game is AMD’s signature education program. The initiative, which is run by the AMD Foundation, enables teens to learn critical STEM (science, technology, engineering and math) skills and become more globally conscious citizens by developing digital video games with social content.

American Heart Association – The American Heart Association is a national voluntary health agency whose mission is: “Building healthier lives, free of cardiovascular diseases and stroke.”

American Pain Society – The American Pain Society is a multidisciplinary community that brings together a diverse group of scientists, clinicians and other professionals to increase the knowledge of pain and transform public policy and clinical practice to reduce pain-related suffering.

Applied Research Associates – Applied Research Associates, Inc. (ARA) is an international research and engineering company recognized for providing technically excellent solutions to complex and challenging problems in the physical sciences.

Apply Group – Apply Group is a leading total solutions supplier. They supply excellence across marketing, media, events, business development and digital content deliverables, with specialisms in the various markets.

AudioGames – AudioGames.net is a community portal for audio games: games based on sound. An audio game is a game that consists (only) of sound.

Banner Good Samaritan Medical Center – Banner Good Samaritan Medical Center, a nonprofit hospital, has provided medical care since 1911. They are committed to excellence in all areas of health care including heart care, cancer, trauma, surgery, transplantation and high-risk obstetrics.

Banner Heart Hospital – Banner Heart Hospital, a nationally recognized nonprofit facility in Arizona, is one of the largest free-standing heart hospitals in the United States. Services include robotic heart surgery, open heart surgery, diagnosis and rehab.

Bulldog Interactive Fitness for Youth – Bulldog Interactive Fitness, the first interactive fitness facility designed especially for youth ages 3 – teen!

Canadian Stroke Network – The Canadian Stroke Network’s mission is to reduce the impact of stroke on Canadians through collaborations that create valuable new knowledge in stroke; to ensure the best knowledge is applied; and to build Canadian capacity in stroke.

Business Game Factory – BGF is the world leader in web based business tournaments and organizes the biggest and most exciting business tournament in the world where leading international companies are fiercely competing for market shares and profits while developing managers and key people to lead their business in a profitable and more effective way.

Broadened Horizons – Broadened Horizons develops and delivers unique, innovative solutions empowering those with upper extremity physical mobility limitations with tools to break down barriers and lead fulfilling lives as equals within society.

Change4Life Campaign – Change4Life is the social marketing component of the UK Government’s response to the rise in obesity.

Child’s Play – Child’s Play is a game industry charity dedicated to improving the lives of children with toys and games in our network of over 60 hospitals worldwide.

Clever Zebra – Clever Zebra build products, and provide services for organizations in 3D virtual worlds like Second Life.

COGAIN – COGAIN is a network of excellence on Communication by Gaze Interaction. COGAIN integrates cutting-edge expertise on interface technologies for the benefit of users with disabilities. The network gathers Europe’s leading expertise in eye tracking integration with computers in a research project on assistive technologies for citizens with motor impairments.

Companions in Courage Foundation – The Companions in Courage Foundation is a charitable organization which raises funds to build interactive playrooms in hospitals throughout North America. Through innovative communications tools, these playrooms replace the isolation of a hospital with a connection to family, friends and celebrities during each hospital stay.

Deaf Gamers – Text/visual feedback is a key issue for a deaf person and many has the occasion been when a deaf games player has purchased a game only to find no visual feedback or very little of it (this can ruin the game for them).

DHX Media – DHX Media Ltd. is a leading international producer and distributor of television programs.

Entertainment Software Association – The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the Internet.

Entertainment Software Association of Canada – The Entertainment Software Association of Canada (ESAC) is dedicated exclusively to serving the business and public affairs needs of companies in Canada that publish and distribute computer and video games for video game consoles, handheld devices, personal computers and the Internet.

Faculty of Health Sciences at the University of Ottawa – The Faculty of Health Sciences strives for perfection, and their innovative teaching methods and state-of-the art research programs are gaining them a place among national and international leaders. In choosing the Faculty of Health Sciences, you are choosing excellence and investing in a great future!

GameAccessibility.org – This site hopes to bring a real world resource online for game developers and researchers to find the information they need to make games more accessible.

Gamebase – SpecialEffect wanted a place where they could use the knowlege and experience they have gained to reach a wider audience.

Games Beyond Entertainment – Games Beyond Entertainment Week is a series of one and two-day conferences designed to explore serious game and emerging market opportunities for videogames and videogame technologies.

Games for Change – Games for Change (G4C) is a non-profit which seeks to harness the extraordinary power of video games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change.

Games for Health – The Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care.

Games for Life – Games for Life is focused on guiding people with learning related cognitive difficulties to success. With specific reference to overcoming attention related difficulties experienced by children and young people that are having a negative impact on their home, school and social life.

Generation Cures – Generation Cures is a kid-led, parent-enabled community all about empowering kids to give back. Ideas are sparked online in a free and safe online experience-complete with for-kids, by-kids videos, original animation, and educational, science-based games. Once engaged, kids can then take action-hosting their own fundraiser to support Children’s Hospital Boston’s life-saving research.

Get Well Gamers – The Get-Well Gamers Foundation was founded in 2001 with the goal of bringing video game systems and games to children’s hospitals. Video games are an effective and proven pain management tool and provide needed entertainment during long hospital stays.

Global Kids – Global Kids’ mission is to educate and inspire urban youth to become successful students, global citizens and community leaders by engaging them in academically rigorous, socially dynamic, content-rich learning experiences.

Handicap International – Handicap International is an international organisation specialised in the field of disability.  Non-governmental, non-religious, non-political and non-profit making, it works alongside people with disabilities, whatever the context, offering them assistance and supporting them in their efforts to become self-reliant.

Hansen Medical – Hansen Medical, the global leader in flexible robotics, was born from the vision of creating a new generation of advanced medical robotics.

Healthcare Information and Management Systems Society – The Healthcare Information and Management Systems Society (HIMSS) is a comprehensive healthcare-stakeholder membership organization exclusively focused on providing global leadership for the optimal use of information technology (IT) and management systems for the betterment of healthcare

HERMES Cognitive Care and Guidance for Active Aging – HERMES is an international collaboration between six organizations in six countries, aimed at providing cognitive care.

IndieCade – IndieCade supports independent game development and organizes a series of international events showcasing the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant.

Information Technology Industry Council – ITI represents companies on the cutting edge of technology, and its mission today is to promote the global competitiveness of its member companies.

Interactive Ontario – Interactive Ontario is a not-for-profit industry trade organization committed to the growth of the Ontario interactive digital content industry.

International Game Developers Association – The International Game Developers Association is the largest non-profit membership organization serving individuals that create video games.

International Game Developers Association’s Game Accessibility Special Interest Group – The International Game Developers Association’s Game Accessibility Special Interest Group is an advocacy group in the gaming industry to promote awareness of the issues that gamers with disabilities face and to help provide solutions that can be used by others who want to make their games accessible to more!

International Society for Technology in Education – ISTE advances excellence in learning and teaching through innovative and effective uses of technology.

Joan Ganz Cooney Center – The mission of The Joan Ganz Cooney Center is to catalyze and support research, innovation and investment in digital media technologies to advance children’s learning.

MacArthur Foundation – MacArthur is one of the nation’s largest independent foundations. Through the support it provides, the Foundation fosters the development of knowledge, nurtures individual creativity, strengthens institutions, helps improve public policy, and provides information to the public, primarily through support for public interest media.

Mayo Clinic – Mayo Clinic is the first and largest integrated, not-for-profit group practice in the world. Doctors from every medical specialty work together to care for patients, joined by common systems and a philosophy of “the needs of the patient come first.”

Medical University of South Carolina – The Medical University of South Carolina is the oldest medical school in the South. Today, MUSC continues the tradition of excellence in education, research, and patient care.

MedPlay Technologies LLC. – Utilizing the latest in medical fitness research and the new technologies continually emerging in the video game entertainment world, MedPlay Technologies has created an environment where kids of all ages can have fun and become healthy at the same time.

Memorial Hermann Sports Medicine Institute – At the Memorial Hermann Sports Medicine Institute, highly trained physicians and staff are here to push every level of athlete – whether you’re a recreational, competitive or professional athlete – to a higher level of performance.

Northeast Passage – Northeast Passage is a nationally recognized leader in the provision of innovative therapeutic recreation services. Northeast Passage delivers disability-related health promotion and adapted sports programs throughout New England.

One Switch – One Switch is a resource of fun ideas and ‘assistive technology’ aimed at moderate to severely learning/physically disabled people.

PE4Life – PE4life is a national non-profit organization dedicated to developing a country of active and healthy children and youth by increasing access to quality physical education. PE4life promotes making physical activity fun and interactive to engage all students.

Peter G. Peterson Foundation – The Foundation’s mission is to increase public awareness of the nature and urgency of key economic challenges threatening America’s future and accelerate action on them. To meet these challenges successfully, they work to bring Americans together to find sensible, sustainable solutions that transcend age, party lines and ideological divides in order to achieve real results.

PlayMancer Project – PlayMancer (A European Serious Gaming 3D Environment) is a Collaborative Project in the EU’s Seventh Framework Programme working to implement a new Serious Game environment, by augmenting existing 3D gaming engines with new possibilities.

Robert Wood Johnson Foundation – The mission of the Robert Wood Johnson Foundation is to improve the health and health care of all Americans. Their goal is clear: To help Americans lead healthier lives and get the care they need.

Serious Games Initiative – The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy.

SharpBrains – SharpBrains is a leading market research and advisory services firm covering the growing cognitive fitness market.

Software and Information Industry Association – The Software & Information Industry Association is the principal trade association for the software and digital content industry. SIIA provides global services in government relations, business development, corporate education and intellectual property protection to the leading companies that are setting the pace for the digital age.

SpecialEffect – SpecialEffect is a charity dedicated to helping ALL young people with disabilities to enjoy computer games.

Starlight Children’s Foundation – Starlight Children’s Foundation is dedicated to improving the quality of life for children with chronic and life-threatening illnesses and life-altering injuries by providing entertainment, education and family activities that help them cope with the pain, fear and isolation of prolonged illness.

Team Orlando – Team Orlando provides training solutions to enhance Warfighter readiness, with capabilities including research and development, program management, effective lifecycle management, and support services.

TeamSTEPPS – TeamSTEPPS is a teamwork system designed for health care professionals developed by Department of Defense’s Patient Safety Program in collaboration with the Agency for Healthcare Research and Quality.

The AbleGamers Foundation – The AbleGamers Foundation is committed in supporting the advancement of accessibility in the digital entertainment space.

Triangle Game Initiative – Triangle Game Initiative is the trade association for the Raleigh-Durham, North Carolina interactive entertainment industry, whose members are market-leading companies and prominent industry figures who have gathered to master the arts and sciences of gaming.

University Medical Center of Southern Nevada – University Medical Center is dedicated to providing the highest level of health care possible by maintaining its ongoing commitment to personal, individualized care for each patient. Through the latest treatment techniques, comfortable surroundings and a dedicated staff, that commitment is expressed every day, in every area of the hospital.

Veteran’s Administration Outpatient Clinic – Comprehensive health care is provided through primary care and specialty care in the areas of medicine, outpatient surgery, psychiatry, physical medicine and rehabilitation, neurology, orthopedics, dentistry, geriatrics, radiology, nuclear medicine, cardiology, pulmonology, gastroenterology and tele-care services.

Vienna University of Technology’s Institute of Software Technology and Interactive Systems – Institute of the Vienna University of Technology’s Faculty of Informatics.

Vision Audio Inc. – Distributor of EASe CDs which are the original disc-based auditory stimulation program. EASe CDs are used by tens of thousands of parents, therapists, treatment centers and non-profit organizations to treat children with auditory hypersensitivity.

VisionQuest 20/20 – VisionQuest 20/20 is the only non-profit organization dedicated exclusively to establishing a national vision screening program for U.S. school children. Because vision disorders can occur at any age, their goal is to ensure that all school-aged children receive a vision screening annually.

Volt Fitness – Volt Fitness is the only fitness facility where the whole family can actually workout at the same time, combining video games and exercise to make fitness fun for kids.

Woodrow Wilson International Center for Scholars – The Wilson Center is a nonpartisan institute for advanced study and a neutral forum for open, serious, and informed dialogue. It brings pre-eminent thinkers to Washington for extended periods of time to interact with policymakers through a large number of programs and projects.

Young Drivers of Canada – Young Drivers of Canada teaches Canadians how to drive and survive. They offer the most comprehensive driver training courses in the country, including exclusive YD-branded in-car emergency maneuvers training.

OLD PS2 CONSOLES BECOME ECO-FRIENDLY CHAIRS

OLD PS2 CONSOLES BECOME ECO-FRIENDLY CHAIRS 150 150 GAMESFWD

As environmental consciousness goes, the video game industry has received harsh criticism from groups like Greenpeace. However, London-based Pli Design Ltd is hoping to make the best of a bad situation, by building recycled chairs made of defunct PlayStation 2 consoles.

The Reee Chair, officially launched on September 10, 2008 at Sony Computer Entertainment Europe’s head office in London, is made of 100% recycled PlayStation 2 console casings.

Each chair is made of 2.4 kg (5.3 lbs) of recycled Polycarbonate/ABS plastic commonly used in the casing of electronic equipment and is also designed to be recycled again and again. Most recycled plastics are usually made from a variety of recycled sources, but not here.

“We receive the supply direct, from the original manufacturer through a dedicated re-processor to our injection-moulder in London,” said Pli’s Director, Christopher Pett in an email interview with Game Forward, “so there is no other material mixed in with the original plastic.”

The chair is also completely sourced and manufactured in the UK. Recycled plastics require a fraction of the energy to produce, compared to new plastics made from raw oil materials.

“The simple idea behind the Reee chair is to produce a recycled furniture product in the UK that has style, function and durability but does not compromise its environmental credentials – so our customers don’t have to compromise theirs,” said Alex Whitney, Pli’s design manager in a news release.

The Reee Chairs will be sold locally in the UK, through selected retailers and contract suppliers across the country. Retail price (UK) is ÂŁ110.00 inc. VAT.

EUROPEAN COMPANY TO RECYCLE PLAYSTATION CONSOLES

EUROPEAN COMPANY TO RECYCLE PLAYSTATION CONSOLES 150 150 GAMESFWD

UK based The Electronic Waste Company has closed a deal with Sony Computer Entertainment Europe to handle the recycling and disposal of Europe’s old PlayStation One consoles. The contract is expected to process about 250 tonnes or 300,000 console casings in its first year.

The recycled consoles will be provided by Sony through returns for upgrades or refurbishment. The Electonic Waste Company specifically pledges to reuse or recycle 100% of the equipment, stating that none of it will be sent to landfills. Some of the plastic yielded from the recycling process is already set to be used in the fabrication of pens and chairs.

“The quality of materials produced at this stage of the recycling process is fundamental in enabling PlayStations to be effectively recycled. We work with experts in a number of fields to minimize the environmental impact of our operations and believe the Electronic Waste Company is able to meet our high standards,” said Gregor Margetson, Sony Computer Entertainment Europe’s Environmental Programs Manager, in a news release.

Approximately 300 million PlayStation One consoles have been sold across the world since the console’s launch in 1994. About 100 million of these were sold in Europe.

MINDHABITS GAME HELPS BRIGHTEN GLOOMY OUTLOOK

MINDHABITS GAME HELPS BRIGHTEN GLOOMY OUTLOOK 150 150 GAMESFWD

Recently presented at the 2008 Games for Health conference in Baltimore, MindHabits is a game with endless possibilities to help individuals improve their self-esteem and performance. Its purpose is simple: manipulating your perception, training your mind to be aware of positive social responses while ignoring negative ones.

MindHabits was developed by Dr. Mark Baldwin, a psychology professor at McGill University in Montreal. Since 2004, Dr. Baldwin and his team have been working on developing tools that can help people have a better self-esteem. Initially known under the project name “EyeSpy” the focus of the title was to improve abilities by rejecting negative opinions.

“Our studies have shown that people with low self-esteem have an attentional bias for rejection and people with high self-esteem do not. The purpose of the EyeSpy project is to help change people’s attentional biase for rejection, more specifically to teach people with low-self-esteem to ignore rejection information,” explains the project’s early research page.

It is based on three concepts: inhibition, activation and association. Inhibition describes the process by which you stop paying attention to negative responses in your environment and begin to pay attention to positive cues instead. Activation refers to triggering a positive frame of mind. By bringing warm and positive thoughts to mind, you can shape your outlook to seek the positives in yourself and others.

Finally, association creates an optimistic self awareness by associating thoughts of you with positive concepts. This works to retrain the mind, especially if low self-esteem leads you to think of yourself in a poor light. Together, these concepts contribute to improved overall success, thanks to a brighter outlook. The game breaks down and demonstrates in the simplest of ways the power of positive thinking.

MindHabits as a game breaks down into four sections. The first and main mode, ‘Matrix’ improves inhibition, by requiring players to spot smiling faces among a board of frowning or disinterested faces. This mode was the one used in research testing. Secondly, ‘Who Are You’ improves your personal perception by having you pick words corresponding to your profile as quickly as possible. Every time you click correctly, a smiling face briefly appears, improving your self image through positive association.

‘Words’ works by activating positive feelings. The game, a basic word-search game has you finding positive terms like loved, friends, caring, cherish or wanted, which stimulate positive thoughts. In later levels you will also find your name hidden on the board, which also works on creating positive association. Finally, ‘Grow Your Chi’ continues to work on your inhibition, showing faces in a series of clouds. Again, players must spot the smiling ones to gain points and in later levels associate terms related to them, to improve self perception.

First tested last year with telemarketers before a shift, MindHabits showed a 17 per cent reduction in levels of stress-related hormone cortisol in participants. Dr. Baldwin hypothesized that similar results could be seen if applied to athletes, specifically in golf – a sport he practiced himself.

Further research at a Montreal-area golf course evaluated with 26 players, half who played the game on a portable device and the others a placebo. Results showed those who tried the game for only five minutes had a better performance. The tested golfers were better able to ignore mistakes, to move on to the next stroke and in turn stay focused and achieve better overall results.

“Total scores from those who had played the find-the-smile game were on average 5.24 strokes better than those in the control condition,” said Dr. Baldwin to Physorg.com. “These findings, while preliminary, are exciting in that they show the potential for significant performance effects as a result of attentional training.”

“Many kinds of performance – whether intellectual, creative or athletic – can be undermined by distracting thoughts about potential social evaluation and criticism,” added Baldwin. “Among golfers, for example, it is understood that when you hit a bad shot, you have to ‘shrug it off’ and shift your focus to the next shot. You can’t get caught up in self-criticism and in worries about what other people might think.”

But the effects are not subliminal, emphasizes Baldwin. “That’s a term I don’t use, because in psychology it means you’re unable to control what’s going on. We use the word ‘automatic.’ It’s like learning a golf swing in terms of physically learning a habit so that it happens automatically,” he said to the Montreal Gazette.

“In this case, it’s a psychological habit, so you’re practising disengaging from thoughts of social threat, rejection, criticism and so on. Those things can go on and sometimes are very conscious, but often they happen when you’re not even aware. If you can develop a habit were you can disengage from them, that can be helpful.”

While preliminary results are very promising, the team plans on continuing research this summer with more experienced players. But the effectiveness of the game is good news for more than just golfers.

“The interesting thing when you play this game and practise the mental habit is that it has nothing to do with golf,” he said. “It’s the general orientation. It’s the issue of self-criticism, social criticism, rejection, judgment, all those things that are core concerns for everybody. Even if you’re not conscious of it, it’s still going on in the back of your mind. So by addressing those things, that can certainly carry over to virtually any domain you might think of.”

MindHabits is available for PC as a 60-minute trial version and the full version costs $19.99 USD. No Macintosh or Linux versions are yet available.

Having tried the game one two occasions, for approximately 30 minutes each time, I feel MindHabits meets expectations. After playing all modes for at least five minutes, I felt relaxed and focused. I felt my mood immediately brighten after trying Matrix, and as I tried to focus on the smiling faces, I saw myself break into a smile as well. I also felt my outlook shift after trying Word, as the positive words effectively influenced my perception. As someone who often struggles with dark or depressive thoughts, I would not hesitate playing the game daily.