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The Challenges of Creating Mobile Games for Regulated Health Situations

For the past several years, game and media producer Beth Rogozinski has turned her attention to making games for mental and behavioral health – some of which have been submitted to the FDA to be regulated as a Class Two medical devices and are available only with a prescription. These games are based on clinical data and random control trials – making the process of developing fun and engaging games even more challenging. Add to that the FDA oversight and rigorous testing and QA specifications and game making becomes serious business indeed. But well worth it. Outcomes with these games and apps can far exceed treatment as usual and for mental and behavioral health patients these games can provide the privacy, dignity and access that they’re never before had.

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The Challenges of Creating Mobile Games for Regulated Health Situations

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  1. Serious Games in a Regulated Environment: Games and Apps as Digital Medicine Beth Rogozinski, Chief Content Officer Serious Play Conference 2017

  2. Agenda and Objectives Play and Games for Serious Health Issues Pear Therapeutics and Digital Medicine Agile Dev Meets Regulatory: reSET Case Study Enhancing within the Boundaries Brining Game Best Practice and Design to Healthcare 2 Confidential - Do Not Distribute

  3. PEAR Therapeutics – the leader in digital therapeutics Our mission is to commercially develop and distribute clinically validated, FDA regulated, digital therapeutics to treat diseases of the brain in order to improve clinical outcomes and lower overall treatment costs PEAR is afully integrated digital therapeutics company, developing regulated, reimbursed, prescription digital therapeutics We are a venture-backed company with a 40-person team in Boston and SF with expertise in software design & engineering, clinical development, regulatory affairs, and product commercialization and reimbursement We have developed a modular, cloud-based platform to deliver eFormulationsTM and our lead product, reSETTM, significantly improved abstinence in 6 randomized controlled trials in Substance Use Disorder, paving the way for it to be the first FDA- approved digital therapy in 1H 2017. We also have programs treating Opiate Dependence, Schizophrenia, and PTSD and other serious disorders. Confiden'al  –  Do  Not  Distribute   3  

  4. Agile Game and App Development for Mental and Behavioral Health with Medical Regulatory Oversight Clinical Product Design Process 4 Confidential- do not distribute

  5. 5 Confidential- do not distribute

  6. CNS: Huge Unmet Need Global patient pop. for CNS disease Billion patients U.S. Economic Burden1 for CNS disease, 2012 $ Billion 2.0 2 Addiction 366 0.4 Alzheimer’s disease Obesity Chronic pain 148 123 95 Depressive disorders 83 0.7 Attention disorders 77 Sleep disorders 75 1 Stroke 57 Traumatic brain injury 56 Vision 52 Hearing loss 50 0.9 Anxiety 47 Schizophrenia 33 Epilepsy 16 0 Spinal cord injury 15 Total pts served under- served un- served Parkinson’s disease 10 9 Multiple sclerosis Estimated U.S. economic burden of common brain-related illnesses exceeds $1.3 trillion per year and worldwide burden exceeds $2 trillion per year Approximately 80% of the world market for brain related treatments is currently either unserved or underserved 1. 2012 values; Includes both direct and indirect cost of disease Source: NeuroInsights, Office of Nat’l Drug Policy, American Psych. Assoc., Cost of Brain Disorders Europe 6 Confidential- do not distribute

  7. Costs and Consequences: Mental Illness and Addiction

  8. Digital health is becoming the most effective means of delivering behavioral treatment programs “Of the 26 trials, 23 demonstrated some evidence of effectiveness relative to controls… Conclusion: Internet interventions for depression and anxiety disorders offer promise.” “In adolescents with mild to moderate depression, the remission rate for those using SPARX greater than that of the usual face-to-face therapy.” “Video game- based training resulted in performance benefits with enhanced sustained attention and working memory...and preservation of multitasking improvement 6 months later.” 8 Confidential- do not distribute

  9. Neuroplasticity: Chemistry + Cognitive Training + = Chemical agent (i.e. supplement or medication) Experience- dependent cognitive and rehab programs Current standard of care 9 Confidential- do not distribute

  10. Digital therapies create medical value in areas of high patient need – Mental and Behavioral Health The US spends ~ $1.3 Trillion per year on CNS illnesses (psychiatry, neurology, and pain) with 80% of the world market currently unserved or underserved High Unmet Need Few new drug therapiesare set to come to market for CNS diseases, and the pipeline is particularly thin for mental health and addiction conditions Few New Therapies The Affordable Care Actand the Mental Health Parity and Addiction Equity Act are driving reimbursement of care for brain related diseases including new devices and drugs Favorable Reimbursement Software-based therapies have shown efficacy in treating brain related diseases and also in enhancing the efficacy of approved CNS medications Clinical Proof of Concept 10 Confidential - Do Not Distribute

  11. Healthcare Psychographic Segments Proactive Reactive Strong Survivors (27%) •  There are more important things in my life to focus on than improving my health •  Live in the “here and now” Balance Seekers (18%) •  Open to many ideas and options, as long as they make sense for me •  Need context to understand ideas and recommendations Priority Jugglers (18%) •  Worry about my family’s health more than my own •  Constantly on the go, juggling many responsibilities so getting sick is not an option Active Listeners (13%) •  Look to physician and other healthcare professionals for guidance and direction on what to do to address my disease Self Achievers (24%) •  Take ownership of my health and actively take steps to be healthy •  Focus on achieving my goals and objectives •  Disease is another challenge to overcome C2B Solutions

  12. Proactive Target Audience Women,  middle  aged,  healthy  lifestyles,  well  educated,  higher  income,  ac6ve  and  fit   Who  are  they?   •     60%  are  female   •     Primarily  “Achievers”  and  “Belongers”  goal  oriented  –  successful  -­‐  Driven   •     Between  the  age  of  35-­‐65  (Sweet  Spot  –  mid  45-­‐54)   •     Married/aKached  professionals  with  families  and  very  busy  lives   •     Above  average  educaMon  level  –    managers,  execuMves,  professionals   •     Higher  than  average  disposable  income  levels  and  spending  tendencies       •     They  are  connected  via  tech,  socially  connected  and  integrated   What  do  they  look  for  in  health/wellness     •     Professional  and  friendly  communicaMons  and  style   •   Value,  reliability  –  relaMonship  and  trust  come  first   •   Simple,  easy  to  use  system  that  fits  their  busy  schedule     •   One  stop  place  to  hold  medical  records  and  other  data  –  can  be  shared  with  docs   •   Price  is  not  primary  –  will  pay  more  at  first  –  but  demands  quality   • Transparent,  open  easy  communicaMons  and  informaMon   • Technical  and  mulM-­‐plaWorm  access     Business  Indicators:   •   Heavy  user  of  technology   •   Connected  across  social  networks,  LI,  FB,  Tw   •   Involved  in  group  events  and  community  –  K  Factor     •   Fastest  growing  segments  of  casual  gamers   •   Price  not  a  top  issue,  but  efficiency  is   •   Willing  to  pay  for  Premium  Services/Supplements     Motivators: INTRINSIC efficiencies CONTROL socialCOMMUNICATIONS   http://www.aafp.org/media-center/releases-statements/all/kits/052908.html

  13. Proactive Identity Customer •  Professional working manager/executive, professional Married with kids – lives in Bay Area – travels around the bay for meetings and events. Partner has good job at tech firm Health focused – bikes, runs, hikes, does yoga – passionate about fitness, food and wellbeing Competent and DIY focused – but smart enough to ask for help when needed Passionate about SERVICE and QUALITY Connected and involved in her community – volunteers and gets out to contribute from self and company Is honest and expects honesty and open communications •  •  •  •  •  •  Self-motivated Can be directly monetized Seeks help and connections Intrinsic rewards are enough

  14. Reactive Target Audience Women,  middle  aged,  lifestyle  issues  and  concerns,  less  educated/lower  socio-­‐economic   status,  o;en  mul6ple  health  concerns/symptoms   Who  are  they?   •   55%  are  female   •   Needs  Driven  and  Emulators  –  can  cross  all  categories     •     Between  the  age  of  40-­‐59   •     Divorced,  unemployed/under  employed     •   Average  or  below  educaMon  level   •     Uninsured,  underinsured  or  government  insured     •     They  are  less  connected  via  tech,  and  not  socially  connected  or  integrated   What  do  they  look  for  in  health/wellness     •     Access  and  availability  –  cost  and  access  paramount     •   RelaMonship  with  doctor/caregiver  –  may  be  transferred   •   Simple,  easy  to  use  system  –  easily  frustrated     •   One  stop  place  to  hold  medical  records  and  other  data  –  can  be  shared  with  docs   •   Price  is  a  primary  –  may  exchange  ads/acMviMes  for  free  access   •   Transparent,  open  easy  communicaMons  and  informaMon   • May  have  single  point  of  access  –  oden  phone  or  computer  only   Business  Indicators:   •   They  trust  the  doctor,  but  not  medicaMons   •   May  not  be  digitally  inclined   •   Compliance  requires  reminders  and  rewards   •   Easily  bored  and  frustrated   •   Ads  in  exchange  for  payment/Price  is  an  issue   •   MoneMzaMon  would  be  via  external  sources   Motivators: EXTRINSIC   Needs Driven REWARDSSOCIAL RECOGNITION  

  15. Reactive Identity Customer •  •  Working single mom Lives in suburban areas and takes public transit to work Family and socially focused - not health focused - but may be focused on looks and beauty products Competent and capable - Seeks outside help as a last resort for fear of seaming incompetent Demands and requires equal access and treatment Connected and involved in her family, church and local circles Works hard and desires recognition for work and achievements •  •  •  •  •  Situational motivations May be directly monetized – though exchange of ads/actions may be preferred Will seek help locally – church, family Extrinsic and recognition rewards may be more compelling

  16. Games and Apps as Medicine Traditional Emotional Motivation Game/App Approach Apprehension,  uncertainty,  wai6ng,   expecta6on,  fear  of  surprise  do  a   pa6ent  more  harm  than  any  exer6on.       Florence  Nightengale   Notes  on  Nursing  1859     16 Confidential - Do Not Distribute

  17. Games and Apps as Medicine 17 Confidential - Do Not Distribute

  18. Serious Issues Limit the Impact of Digital Therapeutics Traditional business model PEAR’s approach •  Focus on health and wellness use cases •  Focus on diseases with high unmet need •  Limited clinical evidence for efficacy; small longitudinal studies relying on patient reported data •  Efficacy evaluated via RCTs versus current standard of care utilizing existing approvable endpoints •  Due to regulatory limitations, unable to promote disease treatment claims or modify drug dosing •  Filing for FDA approval with claims to assess/treat disease and integrate with medication •  Unclear distribution channels with physician confusion regarding path to patients •  Marketed directly to physicians as a prescription product with access codes conferring patient access •  Lack of third-party payer reimbursement without clear means for coding and payment •  Medical device with product codes and reimbursement supported by health economic analyses 18 Confidential - Do Not Distribute

  19. The FDA and Regulated Healthcare •  Formed in 1906 by Pres. Roosevelt to protect citizens against worthless “cures” and adulterated foods and pharmaceuticals •  Continuously updated to reflect modern times •  Focus – safety and efficacy FTC fines for: Lumosity, Carrot Neurotech, AcneApp 19 Confidential- do not distribute

  20. Data Driven 20 Confidential- do not distribute

  21. Subclinical Apps and Platform Live in 2015 Confidential- do not distribute 21

  22. We have developed a pipeline of eFormulationsTM treating areas of high unmet medical need In-licensed Internal Content Partner Indication Stage Product Pilot study FDA PreSub Pivotal studies FDA FDA approval Prototype submission reSETTM Substance Use Disorder reSET-OTM Opiate Dependence Schizophrenia ThriveTM Combat-PTSD reCALLTM General Anxiety Disorder reVIVETM Insomnia PEAR-006 Traumatic Brain Injury PEAR-007 ADHD PEAR-008 Major Depressive Disorder PEAR-009 Acute & Chronic Pain PEAR-010 22 Confidential - Do Not Distribute

  23. A Common Struggle – SUD and OUD a Nationwide Epidemic •  In 2015 only 11% of the estimated 22.7 million Americans in need of treatment for SUD received any formal treatment •  Over $740B in annual costs from healthcare, productivity and crime •  Addiction and overdose have surpassed car accidents as a leading cause of death in young men •  91 people a day are overdosing and deaths > 2 jets a week crash landing •  Health impacts are profound and include abscesses, cellulitis, pneumonia, heart failure, HIV and Hep C •  High rates of comorbidities – causative or reflective directionality 23 Confidential- do not distribute

  24. Why Digital Therapies are Needed Pear Tx Digital Treatment Current State of Care •  Diagnosis occur too late –  Jail, hospital, death •  Stigma and shame •  Expensive, not available and not scalable –  Desserts of care for all mental health •  High friction for patients –  Removed from home, work, stressors and triggers •  Inconsistent treatment •  Digital can allow exploration and early intervention Private – apps are all HIPAA secure and CFR-42 compliant Effective, available and scalable –  BYOD – patients already online Always on and always available –  168 hours in the week Consistent approach that is gamified and engaging and can be personalized •  •  •  •  24 Confidential- do not distribute

  25. Addiction: Enslaved •  Learning disorder – double edge sword of neuroplasticity •  Often have no positive feedback or affirmations in their lives – or the drug/substance confused with rewards •  Success requires overcoming shame and focusing on the moment (MBSR) and learning new life skills •  Risk taking patients particularly tied to rewards 25 Confidential- do not distribute

  26. PROJECT 28 DAYS – PEAR-001 Persona 1 Anthony  Addict   DETAILS     Over  30-­‐40,  Anglo     Lives  in  a  urban  center   Unemployed,  on  welfare   Owns  older  smartphone   Psychologically  and   Physiologically  addicted   Uses  opioids  1/day   Uses  opioids  habitually   to  stave  off  withdrawal   Difficulty  controlling   drug-­‐taking  behavior   Post  rehab  and  going   through  city  clinics   Post-­‐detox   GOALS     Hit  rock  boYom  with   an  arrest  and  going   through  the  long   process  of  recovering   from  dependence   Wants  to  stay  out  of   jail  via  mee'ng  terms   of  proba'on  including   treatment,   counseling,  and   tes'ng   •  •  •  •  •  •  •  •  •  •  •  •   

  27. PROJECT  28  DAYS  /  PEAR-­‐001  -­‐  PEARTX  ADDICTION  TREATMENT  APP  V1  -­‐  AGILE  VISION  BOARD   A  SMARTPHONE  APP  THAT,  PAIRED  WITH  MEDICAL  TREATMENT,     IMPROVES  OUTCOMES  FOR  RECOVERING  SUD/OUD  PATIENTS     Needs     •  Rewards  you  for   par'cipa'ng  in  your   own  treatment   •  Teaches  you  the   proven  skills  and   behaviors  to   overcome  addic'on   •  Gives  you  the  tools   for  a  beYer  life   •  Enhances  the   effec'veness  of  your   treatments   •  By  tracking  progress,   gives  you  and  your   doctor  beYer  info  to   help  you     Target  Group       Primary   •  80%  Male   •  Anglo   •  28-­‐46,  median  37   •  English  speaking   •  Own  a  smartphone   Product     Business  Goals     Creates  reoccurring   revenue  stream  from   city,  county  &  state   clinics   Provides  strategic   value  as  our  first  FDA   approved  product   Bellweather  for   poten'al  pharma   partners   Validates  IP  and  thus   provides  business   proof  to  addi'onal   investment  and  /or   poten'al  acquirers   A  smartphone  app   App  that  presents  and   test  cogni've   behavioral  therapy   App  presents  and   tests  fluency  training   App  gives   mo'va'onal   incen'ves   Server  can  push  and   app  can  display  self   tracking  data  to  user   •  •  •  •  •  •  Secondary   •  Physicians,  Clinicians   &  Assistants   •  Medical  Researchers     •  •  •   

  28. reSET®, is on track to be the first FDA-approved digital therapy with efficacy claims for the treatment of substance use disorder (SUD) Introducing reSET® for treatment of SUD •  reSET® is a prescription digital therapy for treating SUD by delivering addiction-specific Cognitive Behavioral Therapy (CBT), Fluency Training, and Contingency Management •  The concept product was developed at Dartmouth’s Geisel School of Medicine by Lisa Marsch, PhD •  reSET® and reSET-OTM have been evaluated in 5 published randomized clinical studies involving over 1500 patients, and has attracted more than $45M in National Institute of Health (NIH) funding1-4 •  In a multi-center randomized trial consisting of 507 patients seeking treatment for SUD, reSET® enhanced abstinence versus in-office treatment (p = 0.003)5 •  reSET®is projected for approval in 1H 2017 as a class II medical device with claims for treatment of SUD to and enhance abstinence and retention in treatment 1 Experimental &Clinical Psychopharmacology. 2008. 16(2):132-143. 2 Substance Use and Misuse. 2011. 46(1):46-56. 3 American Journal of Psychiatry. 2014. 171(6):683-690. 4 Journal of Substance Abuse Treatment. 2014. 46: 43-51. 5 Campbell et al. Am J Psychiatry. 2014. Confiden'al  –  Do  Not  Distribute   28  

  29. In the pivotal clinical trial, reSET doubled rates of abstinence versus treatment as usual (TAU) 507 patients with Substance Use Disorder at 10 nationwide treatment centers were randomized to 12 weeks of typical outpatient treatment (TAU) vs Product X with limited clinician exposure and abstinence was measured through urine analysis and self reports 50 40 % Abstinent 30 20 TAU Product X 10 0 0 1 2 3 4 5 6 7 8 9 10 11 12 Week Population Time Point Product X TAU Odds Ratio (95% CI) P-value* All comers Week 9-12 29.7% (n=255) 16.0% (n=252) 2.22 (1.24, 3.99) 0.0076 Non-abstinent at start Week 9-12 10.1% (n=113 ) 3.0% (n=119) 3.59 (1.36, 9.48) 0.0099

  30. reSET enhanced retention in treatment relative to treatment as usual (TAU) Treatment Retention 100 Percentage Remaining in Treatment 90 80 70 60 0 0 2 4 6 8 10 12 Time (weeks) TAU Product X P-value Patients remaining in treatment 63.5% (n=252) 72.2% (n=255) 0.0316 Patients receiving reSET were significantly more likely to be retained in treatment vs those receiving treatment as usual

  31. reSET® enhanced retention in treatment relative to TAU, and patients showed strong rates of engagement Module Completion Treatment Retention 100 5 completed per week Percentage Remaining in Treatment Average # modules 4 90 3 2 80 Abstinent 1 Non-Abstinent 70 0 1 2 3 4 5 6 7 8 9 10 11 12 Time (weeks) 60 Module Retention reSET™ Treatment as usual (TAU) Average time spent on modules (in minutes) 60 0 2 4 6 8 10 12 Time (weeks) 40 reSET® TAU P = 20 Abstinent All- Comers Abstinent Non-Abstinent 36.5% (n=252) 27.8% (n=255) 0.0316 Non-Abstinent 0 1 2 3 4 5 6 7 8 9 10 11 12 Time (weeks) Patients receiving reSET® were significantly more likely to be retained in treatment Patients remained engaged with reSET® throughout the duration of the clinical trial Confiden'al  –  Do  Not  Distribute   31  

  32. 32   Confiden'al-­‐  do  not  distribute  

  33. reSET includes includes both a patient-facing intervention and clinician-facing dashboards Patient Health Care Professional CBT Modules Fluency Training Contingency Management Module Use Cravings and Triggers Craving & Trigger Assessment Mobile Dashboard Concept Proficiency Abstinence and Appointments

  34. Cognitive Behavioral Therapy (CBT) Modules for reSETTM Core Modules Optional Modules 1. Training Module 2. What is Functional Analysis? 3. Conducting a Functional Analysis 4. Self-Management Planning 5. Introduction to Problem Solving 6. Effective Problem Solving 7. Drug Refusal Skills Training 8. Seemingly Irrelevant Decisions 9. Coping with Thoughts about Using 10. Awareness of Negative Thinking 11. Managing Negative Thinking 12. Managing Thoughts about Using 13. Managing Negative Moods and Depression 14. Decision-Making Skills 15. Increasing Self-Confidence in Decision-Making 16. Introduction to Assertiveness 17. How to Express Oneself in an Assertive Manner 18. Introduction to Giving Criticism 19. Steps for Giving Constructive Criticism 20. Receiving Criticism 21. Giving and Receiving Compliments 22. Communication Skills 23. Nonverbal Communication 24. Social Recreational Counseling 25. Attentive Listening 26. Sharing Feelings 27. HIV and AIDS 28. Sexually Transmitted Infections (STIs) 29. Sexual Transmission of HIV and STIs 30. Drug Use, HIV and Hepatitis 31. Identifying/Managing Triggers for Risky Sex 32. Identifying/Managing Triggers for Risky Drug Use 1. Vocational Counseling 2. Financial Management 3. Insomnia 4. Time Management 5. Introduction to Relaxation Training 6. Progressive Muscle Relaxation Training 7. Progressive Muscle Relaxation Generalization 8. Introduction to Anger Management 9. How to Become More Aware of the Feeling of Anger 10. Coping with Anger 11. Relationship Counseling – Part 1 12. Relationship Counseling – Part 2 13. Relationship Counseling – Part 3 14. Hepatitis 15. Alcohol Use and risk for HIV, STIs and Hepatitis 16. Getting Tested for HIV, STI and Hepatitis 17. Finding More HIV, STI and Hepatitis Information 18. The Female Condom 19. Negotiating Safer Sex 20. Taking Responsibility for Choices 21. Birth Control Use and HIV and STIs 22. Living with HIV: Communication Skills for Disclosing HIV Status 23. Living with HIV: Drug Use and Immune System 24. Living with HIV: Managing Treatment and Medications 25. Living with HIV: Daily Routines to Promote Health 26. Living with Hepatitis C: Coping Skills 27. Living with Hepatitis C: Managing Treatment, Promoting Health 28. Naltrexone 29. Limited Alcohol Use 30. Alcohol and Disulfiram •  32 core modules and 30 optional modules •  Each module intended to last ~20-30 minutes with real-world use suggesting average completion time of ~10 minutes •  Content presented as a mix of video, audio, and still images reSETTM and reSET-OTM are not available for sale in the USA 34 Confidential- do not distribute

  35. Tracking feature for self-report usage, cravings and triggers

  36. Rewards for completing lessons and answering questions (Contingency Management) Behaviors are rewarded with opportunity to win monetary prizes in two ways: 1) by completing a set of proficiency questions, and 2) a clinician-entered clean urine drug screen result Monetary rewards are automatically added to a rewards card the patient receives during enrollment The patient receives the ability to spin the prize wheel to determine whether digital badges or monetary rewards will be awarded All rewards are of nominal value with average monthly reward of ~$30

  37. Clinician-facing dashboards features: Lesson progress

  38. Clinician-facing dashboards features: Cravings and Triggers

  39. Clinician-facing dashboards features: Abstinence and appointment compliance

  40. reSETTM: Patient-facing features Cravings & Trigger Assessments Mobile Dashboard Patient Fluency Training Contingency Management CBT Modules reSETTM and reSET-OTM are not available for sale in the USA 40 Confidential- do not distribute

  41. Overview of FDA Submission Process Pre-submission filing and meetings Acknowledgment of receipt QMS Established SOPs Written and Authorized SOP/QMS Training Administrative information document Introduction & Summary of Regulatory History Regulatory History: responses to FDA feedback Proposed Indications for Use Device Information and Summary - SRS – Software Requirements Specification (82) - SDD – Software Design Description Change Summary Between PreSub and De Novo device description Classification Summary Classification Recommendation Proposed Special Controls (for Class II devices ONLY) Supporting Protocols and Data (9 additional documents with 31 Appendices) Summary of Benefits Summary of known and potential risks to health Risk and mitigation information (5 with FMEA and DFUs for clinicians and patients) Benefit/Risk Considerations Device Labeling – 3 levels of labeling negotiations V&V – Validation and Verification (all content and aspects meticulously tested and retested with every new build) 41

  42. 42 Confidential- do not distribute

  43. Dose Response Curve 43 Confidential- do not distribute

  44. Multiple choice and fill in the blank questions are asked at the end of each lesson to ensure understanding Multiple Choice Example Fill in the Blank Example Which of the following is not a goal of attentive listening? a. letting a person know you are listening to them b. letting a person feel like you are listening c. making a person hurry to finish what they are saying d. building trust with the person who is talking “I must do this task perfectly without making ANY mistakes”, is an example of which type of negative thinking? a. black-and-white thinking b. positive thinking c. self-putdown d. perfectionism All of the following are goals of attentive listening except _________________. a. showing a person you are listening to them b. gathering information c. talking only about things that interest you d. building trust with the person speaking Avoiding eye contact when a person is talking to you is an example of poor_____________. a. verbal skills b. active listening skills c. inactive listening d. distraction •  Approximately 5-10 questions follow each CBT module •  Repetitive nature of questions developed from Fluency Training techniques •  Patient must answer all questions correctly in order to advance to the next module •  Missed questions are recycled back into the queue and asked again

  45. Reframing One’s Story with CRAFT 45 Confidential- do not distribute

  46. Storyand Your Brain Research shows that STORY: • Provides superior retention (memory and recall) • Provides improved understanding • Creates context and relevance • Creates empathy • Makes readers/listeners pay attention • Enhances the creation of meaning Neurologists have Proven that Humans are Wired for Story

  47. Context IS Storytelling                         Nemesis, Love Interest, Obstacles, and Layered Emotions. DONKEY KONG (1981)

  48. TheEight Essential Elements Hero’s Journey 1. CHARACTER 2. CHARACTER TRAITS 3. GOAL 4. MOTIVE 5. CONFLICTS/PROBLEMS 6. RISK & DANGER 7. STRUGGLES 8. DETAILS Order   Disruption Chaos   Conflict/Struggle ResoluMon  

  49. PROJECT 28 DAYS UIUX / Story world Aesthetic 90s action movies / GTA III illustrations

  50. Grand Theft Auto meets the SIMS 50 Confidential- do not distribute

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