Total Gaming Regeneration
EGHI 2020 Case Competition – Team 3
TGR
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Our Target Population
Project Goals
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Reduction in self-reported internet gaming disorder (IGD), depression, and anxiety symptoms among freshmen university gamers at 10 universities across China
Expand knowledge on the nature of IGD in Chinese university populations
Raise awareness of the need for healthy gaming practices among Chinese gaming population
Primary Goal:
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Secondary Goals:
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TGR
Collects daily data on participants including:
eJournal
Integrated health team reviews individual team member stats each week to provide customized recommendations to the team
Integrated health model
TGR provides aspiring elite gamers an opportunity to improve their gaming skills through 'responsible gaming’ and integrated team coaching.
TGR
Celebrity Coaching
Fitness and Strength
Primary Care
Eye Health
Nutrition
Mindfulness
Team Bonding
Equipment for each TGR Team
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Alibaba.com
Fitness Tracker
TGR Jersey
Compression Socks
Blue Light Glasses
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Made using proto.io, repl.it, & VADER
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Hangzhou, Zhejiang Province
Image sources: Google Maps; https://en.wikipedia.org/wiki/Dreaming_of_the_Tiger_Spring; http://www.zju.edu.cn/english/2018/0521/c19949a812627/page.htm; https://en.wikipedia.org/wiki/Zhejiang_University; https://musecasino.com/news/china-esports-city/
Zhejiang University (ZJU) Zijingang Campus
Dreaming of the Tiger Spring
Hangzhou Esports Town Arena
20-25 minute drive (buses available)
Hangzhou in Focus
Screening survey identifies 30 students for Pilot Phase 1
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Inclusion Criteria:
Phase 1 will recruit 15 participants with moderate risk of Internet gaming disorder and 15 participants with high risk to evaluate intervention acceptability across broad at-risk population.
Pilot Timeline
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ZJU Autumn Quarter Begins
Aug.
Sep.
Oct.
Nov.
Dec.
Jan.
Meetings with university administration; preparation for initial survey
ZJU Autumn Quarter Exams
ZJU Winter Quarter Begins
ZJU Winter Quarter Exams
Initial survey administration on ZJU Zijingang Campus
3 sessions per week for 11 weeks (early October to mid December, 1 week off for exams)
Phase 1 follow-up survey, focus groups
Contact eligible Phase 1 participants, confirm participation
ZJU Spring Quarter Begins
Feb.
Mar.
Apr.
May.
Jun.
Jul.
Phase 1 data analysis, adjustment for Phase 2 (continued)
ZJU Spring Quarter Exams
ZJU Summer Quarter Begins
ZJU Summer Quarter Exams
Contact eligible Phase 2 (virtual) participants, confirm participation
3 sessions per week for 11 weeks (mid March to late May, 1 week off for exams
Phase 1 follow-up survey, focus groups
Phase 2
(Virtual, n = 100)
Phase 1
(In-person, n=30)
ZJU Summer Holiday
ZJU Winter Holiday
Phase 1 data analysis, adjustment for Phase 2
Five-year scale-up reaches 10 universities
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On-site support teams present to coordinate at each university
Integrated Mentor Team remotely monitors from TGR HUB and provides team feedback
Sichuan University
Northwestern Polytechnical University
Central South University
South China University of Technology
Dalian University of Technology
Zhejiang University (Hangzhou, program headquarters)
Peking University
Xinjiang University
University of Science and Technology of China
Kunming University of Science and Technology
Annual Interscholastic tournament will be hosted at the LGD arena in Hangzhou
TGR, a boon for China’s esports industry
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"It's not as good as other people think. If you're not famous, you will be lost. And you won't know what to do. You can choose another career then, but with a lot of physical damage to your body.”
- Yan Junze, 23-year-old retired Chinese eSports professional
Changing the narrative around esports by:
The short term benefit: a positive economic impact for eSports
A long term strategy: TGR’s boosts eSports public image
Esports’ growing public relations problem
TGR
TGR’s positive impact for esports
Economic impact in focus
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Spirit wear/swag
Food/Beverage
eSports arena
eSports advertising
Celebrity endorsement
Hangzhou tourist economy
Annual University Competition
$5 million revenue
over 5 years
Hotel/Travel
Year 1 Pilot Budget
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Pilot budget focuses on professional staff and software developer time to show ‘proof of concept’.
5-Year Scaled Budget
14.6%
35%
9.5%
32%
8.5%
Project Personnel
Care Team
Student Teams
Administration
Annual Competition
Stakeholders & Partners
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TGR
Gamers in the 10 target universities
Data Collection & M&E
Outcomes contributing to goal:
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Primary goal restated:
Reduction in self-reported Internet gaming disorder (IGD), depression, and anxiety symptoms among freshmen university gamers at 10 universities across China
https://revenue-hub.com/big-data-need-data-strategy/
Risk and Mitigation Strategies
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Injury (to patients, staff and public)
Service User Experience
Program Continuity
Finances
TGR
Thank You
Team 3: Paul Elish, Amanda Fitzpatrick, Kara Goldstone, Bethany Larkin, Sam Leff, and Linda Qiu
TGR
Appendix
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Program Details
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Years 2 to 5 scale-up
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Semester 1
Semester 2
Meetings with university administration; preparation for initial survey
Initial survey and marketing; confirm participation
3 sessions per week for 11 weeks
Midyear analytics; focus group discussions to tailor to each university
3 sessions per week for 11 weeks
Intra-school tournament
Interscholastic tournament
Semester 1
Semester 2
Initial survey and marketing; confirm participation
3 sessions per week for 11 weeks
Midyear analytics
3 sessions per week for 11 weeks
Intra-school tournament
Interscholastic tournament
End of year analytics
End of year analytics
Year 2 (first year of scale-up)
Years 3-5
5-year Gantt Chart
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Each element of TGR is backed by evidence-based theory of change
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Control component of Theory of Planned Behavior states that perceived barriers influence behavior change2. Providing resources to live a healthy lifestyle easier will make it more likely participants will live a healthy lifestyle.
eJournal
Behavioral component of Theory of Planned behavior states that people need to see the value of changing their behavior2. eJournaling will link their excessive gaming with poorer mood and success in game, which will motivate them to change their behavior.
Team- based Socialization
Social norms theory states that change cannot occur in isolation2. Socializing with team members will provide a social network of support as well as show participants that peers support moderate gaming habits.
Integrated health model
Celebrity Coach Recruitment
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Participant Selection
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Low Risk
Middle Risk
High Risk
Risk of IGD determined by the composite score of IGD Cognition Scale and Depression/Anxiety Stress Scale
Phase 1: Test Case (In-Person)
Phase 2: Digital Therapy
(Virtual)
Pilot Year
Click to add text
Scaled Program: 10 University (Virtual)
Telemedicine
30 participants
+70
100 participants
1600 new participants
Scaled Participant Calculation:
Monitoring and Evaluation
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eJournal and Data
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Lexicon-based Sentiment Analysis
-1
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1
0
Miserable Worse Bad Sad Neutral Fine OK Good Happy Ecstatic
I am feeling amazing!
[0 + 0 + 0 + 0.8 + 0.1]*(weight)
I feel REALLY terrible ☹
[0 + 0 + 0.2*(-0.6) - 0.1]*(weight)
Score Calculations
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400
400
Punctuation
Capitalization
Degree modifiers
“but”
negation
Hutto, C.J. & Gilbert, E.E. (2014). VADER: A Parsimonious Rule-based Model for Sentiment Analysis of Social Media Text. Eighth International Conference on Weblogs and Social Media (ICWSM-14). Ann Arbor, MI, June 2014.
How will we use the data?
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https://towardsdatascience.com/a-friendly-introduction-to-support-vector-machines-svm-925b68c5a079
Budget
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Budget- YEAR 1�Pilot 1 & 2
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Budget- YEARS 2-5�Scaled to 5 YEARS
Projected ‘esports’ revenue for annual competition over 5 years
Budgeting Assumptions
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Assumptions:
Sources
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Image Sources
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Image Sources
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Recruitment & Pilot Timeline
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TGR