FA16-Project16-Week 10

In my project I sampled 2 aunts, my mom and 2 uncles. All of whom are middle aged and different sexes. It will be interesting to see how their genders affected their depression and how it drove them to keep going. I also chose people I know so they can be honest and comfortable talking to me as well as relaxed. I feel like if I chose people I didn’t know for this project it wouldn’t have caught my interest, seeing depression as an issue that affects my family is what drives me to do this project. I excluded teenagers, so this project is strictly for middle aged men and women, and the men/ women are a part of my family. Younger men and women they have different values than someone who is older, someone who is older has experienced life and dealt with the stressors or life. The responses were measured by the level of progress each person made. I also looked at their mindset before and after my game. How has their mood changed for the better as well as their health? I compared the men experiences to the women’s. I did this because men and women are more similar than they would like to admit and I do see something similar in all the cases, I compared the stages of their depression and how they dealt with I compared the men experiences to the women’s. Lastly, I incorporated the game’s results into my findings to not only pinpoint a reason for depression but also help find a solution. While all my data has not been collected as of yet I would have to say so far my game is proven to be very effective. I collected data from 2 aunts so far and this game has helped them not only lose weight but help them feel better about themselves. They plan on adapting a healthy lifestyle.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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