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Overcoming autism ... with video games | Renae Beaumont | TEDxUQ

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    As you look at these pictures,
    what do you see?
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    Kids smiling, laughing, having fun.
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    Now think back to your own
    happiest childhood memories.
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    Hanging out with friends at school
    or in your local neighbourhood,
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    sleepovers,
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    birthday parties,
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    camps,
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    sporting trips.
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    The kids you shared these experiences with
    may still be amongst your closest friends.
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    Now, imagine a childhood
    that looks strikingly different.
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    A childhood where you're
    on the sidelines of games,
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    and when you ask other kids
    if you can join in, they say, 'No.'
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    A childhood where you
    detonate social landmines
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    by accidentally saying and doing things
    that upset and offend others.
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    Recently, I was working with a kid
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    who told me that I'd better hurry up
    and get married and have kids
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    because otherwise, my eggs would dry up,
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    I'd only get older, fatter, and wrinklier,
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    and no one would want to marry me.
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    I wasn't offended.
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    He was just looking out for me.
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    (Laughter)
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    He didn't mean to upset me
    with what he said.
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    And even if he did recognise
    that what he'd said offended me,
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    he wouldn't have known
    how to repair the situation.
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    Social blunders like this
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    are part of the daily lives
    of one in 68 children worldwide.
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    These are children
    who are on the autism spectrum.
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    For the past 15 years,
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    my mission has been to create
    a gaming-based therapy program
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    to teach these kids the skills they need
    to feel happier, calmer, and braver,
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    and to make friends and keep them.
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    To create a program that these kids love,
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    that's effective,
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    and that taps into their fascination
    and interest in technology,
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    allowing for self-paced learning,
    individualised feedback,
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    and that's scalable.
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    Accessing effective treatments
    from skilled professionals
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    is one of the greatest challenges faced
    by families of kids with autism worldwide.
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    Tech therapy seemed like
    the perfect solution to this problem.
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    Little did I know this idea would form
    the foundation of my future career.
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    As an aspiring 21-year-old
    psychology student
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    here at the University of Queensland,
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    I wanted to do a PhD
    that would be a game changer
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    in the world of child therapy.
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    At the time, I was working
    part-time as a flute teacher
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    to pay for university student essentials
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    like nightclub entry fees, drinks,
    and two-minute noodles.
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    Working as a flute teacher,
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    I had the great privilege
    of teaching a nine-year-old boy
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    who was absolutely brilliant.
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    I'm going to refer to him as Sam.
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    Sam tirelessly practised
    his scales and flute pieces
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    over and over again
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    until they reached the point
    of technical perfection.
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    I'd never taught a student who showed
    such dedication and commitment.
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    But when Sam played the flute,
    it sounded robotic.
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    It didn't give an emotional gift
    to the listener or to Sam himself.
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    When I raised this with him,
    he wrinkled up his face and said,
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    'But, I don't understand.
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    The notes are just dots
    and dashes on the page.
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    Where does it say anything
    about emotions?'
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    He made a really good point:
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    the emotion that's communicated in music
    isn't clearly marked on the page.
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    It's a felt experience.
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    When I shared this story with Sam's mum,
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    she told me that he had
    an autism spectrum condition.
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    Sam was really smart intellectually,
    but he struggled a lot socially.
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    Other kids thought he was weird
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    because he was into mathematics,
    when they were into sports and Pokemon.
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    He spoke in a monotone voice,
    and his eye contact was a little unusual.
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    Other kids excluded him
    from games and activities.
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    He wasn't invited to birthday parties,
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    and he was the last kid
    to be chosen in group activities.
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    Sam's mum didn't know what to do.
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    She tried relentlessly to get him
    the help that he needed
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    but found that most professionals
    didn't understand
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    the unique social and emotional
    challenges that he faced.
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    Some even trivialised his difficulties
    because he was doing well academically.
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    Recognising the threat
    that Sam's social difficulties posed
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    to his future potential,
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    I desperately searched the literature
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    to find an effective
    social skills program for him.
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    But no such program
    seemed to be available.
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    Those that had been evaluated
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    generally led to minimal treatment gains,
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    seemed really boring for kids,
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    and weren't publicly available.
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    I dedicated myself to creating the program
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    that Sam and so many other kids like him
    desperately needed.
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    A fun program that didn't involve
    kids reading and writing
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    on boring black-and-white
    handouts full of text.
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    A world that kids co-created,
    that gave them the lifeline they needed:
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    The Secret Agent Society.
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    (Voice-over) Please enter
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    the International Secret Agent
    Society Headquarters,
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    where you will begin your training.
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    Renae Beaumont: From the start,
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    my vision was for a computer game
    to be at the cornerstone of this program.
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    Kids love gaming.
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    It seemed logical
    to tap into this interest,
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    to create a computer game
    to teach them social survival skills.
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    It couldn't be that hard, right?
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    Wrong.
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    I had no idea what I was signing up for.
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    I was a 21-year-old nobody
    in the world of academia
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    who had zero computer programming skills.
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    At the time, I couldn't even create
    a PowerPoint presentation
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    without getting help
    from the IT department
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    here at the University of Queensland.
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    I had a better chance of winning lotto
    than securing grant funding
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    that was significant and large enough
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    to fund the development
    of the computer game.
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    So, I approached the computer engineering
    department of a nearby university
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    and asked,
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    'Was there any chance that maybe
    students could create the computer game
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    to fulfil course requirements?'
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    My request was met
    with an enthusiastic response.
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    But tragically, after a year
    of painstaking work,
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    I was delivered a computer game
    that was riddled with bugs
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    and only 60% complete.
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    Neither I nor the students
    that I was working with realised
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    that the vision
    I had for this computer game
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    was beyond their capabilities.
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    At this point,
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    I was faced with the prospect
    of ditching the project altogether.
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    But then, I took a moment to think about
    why I was doing my PhD in the first place.
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    It wasn't to get the piece
    of paper or the doctor title.
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    It was to create something that
    would make a difference in kids' lives.
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    In the life of an 11-year-old girl
    who used to sit and eat lunch by herself
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    rather than gossiping
    about boys and music with her friends.
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    In the life of a 10-year-old boy
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    who used to run out of the class, crying
    when he couldn't do schoolwork
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    instead of taking a breath,
    asking for help, and trying his best.
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    In my heart, I believed
    that the initial significant investment
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    of time, energy, and money
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    would lead to exponential improvements
    in these children's lives.
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    So, I took on additional casual jobs,
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    saved hard,
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    and paid a team of recent IT graduates
    to do the computer game programming.
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    While the programmers worked away
    on the computer game
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    with a team of child consultants,
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    I developed additional
    program materials to help kids
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    to actually put the skills that they
    learned from the computer game into action
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    in daily life.
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    These included a therapeutic board game,
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    walkie-talkie voice-tone recognition game,
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    and helpful thoughts game.
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    I replaced tedious homework tasks
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    that were a common feature
    of child therapy at the time
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    with secret agent missions
    that involve kids recording evidence
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    to show how they use
    their social skills in daily life,
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    in a computerised journal.
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    I also included resources
    and training sessions
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    for parents and school staff
    to teach them how to help kids
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    to put these social skills
    into action in daily life.
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    When these resources were developed
    and the computer game was complete,
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    the trial was ready to begin.
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    I had many a sleepless night, worrying,
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    'What if parents and kids
    hate the program?
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    What if it doesn't work?
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    No one else had managed to create
    an effective therapy program.
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    What made me think that I could?'
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    But even as this doom and gloom
    soundtrack repeated in my head,
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    I continued to push forward.
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    And it's a good thing that I did
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    because the Secret Agent Society program
    has made a real difference
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    in the lives of children
    and families worldwide.
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    That girl who used to sit
    and eat lunch by herself?
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    She was invited to her first sleepover
    and birthday party during the program.
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    The boy who used to cry and give up
    when he couldn't do schoolwork?
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    He learned how to stay calm,
    focus, and finish it.
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    Three months after the program ended,
    he was awarded his first academic prize.
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    In fact, 76% of kids
    who had significant social difficulties
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    in the beginning of the program
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    improved to show social skills,
    just like other kids their age,
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    by the end or within five months
    of it finishing.
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    This is the most significant
    improvement in social skills
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    ever shown for a program
    for kids on the autism spectrum.
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    For the first time in their lives,
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    these kids were making real friends
    who enjoyed hanging out with them.
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    Their parents' vision for their future
    was finally coming true.
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    With the help of the commercialisation arm
    here at the University of Queensland,
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    I partnered with a company
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    to publish and distribute
    the program materials,
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    and the end result was more extraordinary
    than anything I could have ever imagined.
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    I've created an effective
    gaming-based therapy program
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    that has since touched the lives
    of over 10,000 children and families
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    in nine countries
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    and is being increasingly adopted
    in schools and clinics worldwide.
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    Right now, I'm working with colleagues
    at Weill Cornell Medicine in New York
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    to take the research to a whole new level.
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    Most of the trials done to date
    have been kids on the autism spectrum.
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    Now, we're looking at
    the effectiveness of the program
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    for kids who have
    other social-emotional challenges,
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    like anxiety disorders
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    and attention deficit
    hyperactivity disorder.
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    Whole-of-class version of the program
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    is also being trialled
    in Australian schools
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    thanks to the Australian Cooperative
    Research Centre for Living with Autism.
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    In this trial, we're looking at
    the social, emotional, academic benefits
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    of the program for all students,
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    including its impact on bullying.
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    This is just the beginning.
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    By enhancing the computer game
    with virtual reality technology
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    and creating an app
    to alert and reward kids
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    for using their relaxation gadgets
    and social codes when they need them,
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    my vision is to be a leader
    of a tech therapy revolution,
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    to create the Pokemon GO
    of social survival skills.
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    What's my advice to you?
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    Think about the one thing in the world
    that you'd most like to see change
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    and creative ways to solve that problem.
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    You might not know the answer right now
    or how to get there,
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    but you're smart:
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    you can learn the skills that you need to
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    or if you prefer,
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    surround yourself by other people
    who already have those skills.
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    Right now,
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    you might be working a mind-numbing job
    that pays minimum wage
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    and be years away
    from finishing your degree,
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    but as long as you're moving
    in the direction of your goals,
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    no matter how slowly,
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    you are succeeding.
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    Thanks to Sam,
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    I've created something that makes
    kids' futures a little brighter.
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    By stepping outside your comfort zone,
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    embracing new experiences,
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    and persisting when you fail -
    which you will -
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    you can download
    your dreams from the cloud
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    and make a difference.
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    Thank you.
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    (Applause)
Title:
Overcoming autism ... with video games | Renae Beaumont | TEDxUQ
Description:

Doctor Renae Beaumont completed her PhD and developed a computer game, Secret Agent Society (SAS), that trains social and emotional skills for children with autism spectrum conditions, helping them learn how to feel happier, calmer, and braver and to make friends and keep them. To date, the program has been delivered to over 10,000 children with optimistic results - a testament that gaming can be used as a force of good instead of evil to transform children's lives for the better. Given the challenges that many children face in navigating our modern world, Dr Beaumont's work is fundamental to optimising the wellbeing and success of our future generations.

Renae Beaumont PhD is a clinical psychologist and senior visiting research fellow at the Department of Psychiatry, Weill Cornell Medicine, New York Presbyterian Hospital. Renae is a UQ alumnus, completing her PhD in clinical psychology at UQ in 2006.

Dr Beaumont was the 2011 recipient of the American and Canadian Academies of Child and Adolescent Psychiatry Senior Researcher Award. In 2014, her Secret Agent Society program won the Autism Spectrum Australia National Recognition Award for Advancement, and the Secret Agent Society Family Kit won the US Learning Magazine Teacher's Choice Award for the Family.

This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at http://ted.com/tedx

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
14:31
  • For information, the video has been transcribed in Australian English.

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