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To infinity (and beyond): The benefits of endless running videogames

Last week I was contacted by a journalist at the Red Bulletin Magazine who was “looking for an expert in gaming psychology to talk to for a piece on the mental benefits of endless running games, i.e.  ‘the gameplay building strong reward learning in players’. It should be a fun and practical guide…Just let me know if you’d be interested.” I was interested. I had been teaching in the morning so I didn’t get the email until a couple of hours after it had been sent. I scribbled down a few notes, got back in touch, but by the time I did, the journalist had already interviewed someone else for the feature. Since I’d already made a few bullet points, I thought I would use them for the basis of a blog. (I really don’t like things going to waste).

Although much of my research examines problematic gaming, I am not anti-gaming (and never have been), and I have published many papers on the benefits of gaming including therapeutic benefits, educational benefits, and psychological (cognitive) benefits (see ‘Further reading’ below). Some of you reading this may not know what endless running games are, so here is the Wikipedia definition from its entry on platform games:

“‘Endless running’ or ‘infinite running’ games are platform games in which the player character is continuously moving forward through a usually procedurally generated, theoretically endless game world. Game controls are limited to making the character jump, attack, or perform special actions. The object of these games is to get as far as possible before the character dies. Endless running games have found particular success on mobile platforms. They are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping. Games with similar mechanics with automatic forward movement, but where levels have been pre-designed, or procedurally generated to have a set finish line, are often called “auto-runners” to distinguish them from endless runners”.

Endless running games are incredibly popular and played by millions of individuals around the world (including myself on occasions). One of the best things about endless running games is that because they can be played on smartphones and other small hand-held devices they can be played anywhere at any time. Like any good game, the rules are easy to understand, the gameplay is deceptively simple, but in the end, it takes skill to succeed. The simplicity of endless running games is one of the key reasons for their global success in terms player numbers. For successful games, the mechanics should be challenging but not impossible. Such games can lead to what has been described as a state of ‘flow’ (coined by Mihaly Csíkszentmihályi in his seminal books Flow: The Psychology of Optimal Experience [1990] and Flow: The Psychology of Happiness [1992]).

With the flow experience, a game player derives intense enjoyment by being immersed in the gaming experience, the challenges of the game are matched by the player’s skills, and the player’s sense of time is distorted so that time passes without it being noticed. For some video game players, this may then mean repeatedly seeking out similar experiences on a regular basis to the extent that they can escape from their concerns in the ‘real world’ by being continually engrossed in a flow-inducing world. However, something like flow – viewed largely as a positive psychological phenomenon – may be less positive in the long-term for some video game players if they are craving the same kind of emotional ‘high’ that they obtained the last time that they experienced flow when playing a video game.

Flow has been proposed (by Jackson and Eklund, 2006) as comprising nine elements that include: (i) striking a balance between the challenges of an activity and one’s abilities; (ii) a merging of performance of actions with one’s self-awareness; (iii) possessing clear goals; (iv) gaining unambiguous feedback on performance; (v) having full concentration on the task in hand; (vi) experiencing a sense of being in control; (vii) losing any form of self-consciousness; (viii) having a sense of time distorted so that time seems to speed up or slow down; and (ix) the undergoing of an auto-telic experience (e.g., the goals are generated by the person and not for some anticipated future benefit). Endless running games are one of many types of videogame that can result in ‘flow’ experiences (which for the vast majority of gamers is going to result in something more positive (psychologically) than negative.

There are many studies showing that playing video games can improve reaction times and hand-eye co-ordination. For example, research has shown that spatial visualisation ability, such as mentally rotating and manipulating two- and three-dimensional objects, improves with videogame playing. Again, endless running videogames rely very heavily on hand-eye co-ordination and fast reaction to on-screen events. In this specific area, I see endless running games as having nothing but positive benefits in terms of improving hand-eye co-ordination skills, reflexes, and attention spans.

Although I’m not a neuroscientist or a neuropsychologist, I know that on a neurobiological level, when we engage in pleasurable activity, our bodies produce its own opiate-like neurochemicals in the form of endorphins and dopamine. The novelty aspects of endless running games will for many players result in the production of neurochemical pleasure which is rewarding and reinforcing for the gamer.

I also believe that endless running games have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. They can be used to help set goals and rehearse working towards them, provide feedback, reinforcement, self-esteem, and maintain a record of behavioural change in the form of personal scores. Beating one’s own personal high scores or having higher scores than our friends and fellow gamers can also be psychologically rewarding.

Because video games can be so engaging, they can also be used therapeutically. For instance, research has consistently shown that videogames are excellent cognitive distractors and can help reduce pain. Because I have a number of chronic and degenerative health conditions, I play a number of cognitively-engrossing casual games because when my mind is 100% engaged in an activity I don’t feel any pain whatsoever. Again, endless running games tick this particular box for me (and others). Also, on a personal level, I am time-poor because I work so hard in my job. Endless running games are ideal for individuals like myself who simply don’t have the time to engage in playing massively multiplayer online games that can take up hours every day but will quite happily keep myself amused and pain-free on my commute into work on the bus.

As I have pointed out in so many of my research papers and populist writings over the years, is that the negative consequences of playing almost always involve a minority of individuals that are excessive video game players. There is little evidence of serious acute adverse effects on health from moderate play, endless running games included.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Csíkszentmihályi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row

Csíkszentmihályi, M. (1992). Flow: The psychology of happiness. London: Random House.

Griffiths, M.D. (2002).  The educational benefits of videogames Education and Health, 20, 47-51.

Griffiths, M.D.  (2003).  The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8, 547-554.

Griffiths, M.D. (2004). Can videogames be good for your health?  Journal of Health Psychology, 9, 339-344.

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

Griffiths, M.D.  (2005).  The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.

Griffiths, M.D. (2010). Adolescent video game playing: Issues for the classroom. Education Today: Quarterly Journal of the College of Teachers, 60(4), 31-34.

Griffiths, M.D. (2019). The therapeutic and health benefits of playing videogames. In: Attrill-Smith, A., Fullwood, C. Keep, M. & Kuss, D.J. (Eds.). The Oxford Handbook of Cyberpsychology. (pp. 485-505). Oxford: Oxford University Press.

Griffiths, M.D., Kuss, D.J., & Ortiz de Gortari, A. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management, 5(2), 71-96.

Jackson, S.A. & Eklund, R.C. (2006). The flow scale manual. Morgan Town, WV: Fitness Information Technology.

Nuyens, F., Kuss, D.J., Lopez-Fernandez, O., & Griffiths, M.D. (2019). The experimental analysis of non-problematic video gaming and cognitive skills: A systematic review. International Journal of Mental Health and Addiction, 17, 389-414.

Tales of the unexpected: 10 bad habits that sometimes do us good (Part 2)

In my previous blog I looked at five bad habits that might actually have benefits for psychological and/or physical wellbeing. Here are the next five:

(6) Swearing helps reduce pain and relieve work stress

Although swearing has become increasingly commonplace, most people would agree it is a bad habit. However, research has shown that swearing can help alleviate pain. In an experimental study led by Dr. Richard Stephens (at Keele University, UK) in the journal Neuroreport, results showed that individuals that swore (compared to individuals that didn’t) could endure the pain of putting their hand in a bucket of ice-cold water nearly 50% longer (nearly two minutes for those that swore compared to one minute 15 seconds for those that said a neutral non-swearword instead). Dr. Stephens thought of the idea for doing the study after accidentally hitting his thumb with a hammer while building a garden shed and realizing that simultaneous swearing appeared to help reduce the pain. The researchers speculated that swearing might trigger our natural ‘fight-or-flight’ response by downplaying a weakness or threat in order to deal with it. However, there appears to be a caveat. Swearing may only be effective in helping reduce pain if it is a casual habit. Dr. Stephens cautioned that swearing is emotional language but if individuals overuse it, swearing loses its emotional attachment, and is less likely to help alleviate pain. Research published in the Leadership and Organization Development Journal by Professor Yehuda Baruch (University of East Anglia, UK) found that regular use of swearing expressed and reinforced solidarity among staff members. The acts of profanity enabled employees to express their feelings, such as frustration, and develop social relationships.

(7) Being messy helps boost creativity

Being messy – whether it’s a messy work desk or a messy bedroom – has often perceived as a sign of being disorganized. However, recent American research published in the journal Psychological Science by Dr. Kathleen Vohs and colleagues (at the Carlson School of Management, University of Minnesota) suggests that being messy can boost creativity. Vohs and her team carried out a number of experiments and published them in a paper entitled ‘Physical order produces healthy choices, generosity, and conventionality, whereas disorder produces creativity’. In one of the experiments, 48 participants were assigned to either a messy or tidy room. Participants were asked to think up as many uses for Ping-Pong balls, and to write down. Independent judges then rated the participants’ answers for degree of creativity. Results showed that participants in both tidy and messy rooms produced the same number of ideas, but those generating ideas in the messy room were more creative. Those in the messy room were (on average) 28% more creative and were five times more likely to produce “highly creative” ideas. Dr. Vohs concluded that messiness and creativity are very strongly correlated, and that “while cleaning up certainly has its benefits, clean spaces might be too conventional to let inspiration flow”.

(8) Having a lie-in helps reduce heart attacks and strokes

While the old proverb that ‘the early bird catches the worm’ might be true, the old saying ‘early to bed, early to rise, makes a man healthy and wise’ may not be. According to Dr. Mayuko Kadono, a Japanese physician at Kyoto Prefectural University of Medicine, getting up too early in the morning may have serious health consequences. Kadono has led a number of studies on sleep and its relationship with health. In one of his studies of 3,017 healthy adults, it was reported that those individuals getting up before 5 a.m. and engaging in vigorous exercise have a 1.7 times greater risk of high blood pressure and were twice as likely to develop cardiovascular disease as those who got up two to three hours later. The number of hours slept did not make a difference, only the time of getting up. Dr. Kadono said the results were “contrary to the commonly held belief that early birds are in better health. We need to find what the causes of this are, and whether exercising after waking early is beneficial”. A study conducted by American researchers at Stanford University have reported that the most restorative sleep occurs between 2:00 a.m. and 6:30 a.m. More general research has found that getting enough sleep can help individuals’ reduce their stress and boost their memory. In short, it’s better to wake up when your body feels ready to get up (i.e., aligning with your body’s natural circadian rhythm) rather than waking up because your alarm clock has gone off.

(9) Gossiping helps friendships and relieves stress

Gossiping is often perceived as a malicious and untrustworthy behaviour but most individuals appear to like gossiping – particularly if it is about the misfortunes of someone else. One of the reasons we like to hear about other people’s problems is that it makes us feel better about ourselves. However, there is also a growing amount of psychological research showing that gossiping may actually have positive benefits. Gossiping is important in helping us bond with other people, promoting co-operation, forming friendships, and learning about cultural norms. These consequences of gossip make us feel good, and when we feel good it helps us relieve stress, tension, and anxiety. In a recent American study published in the journal Psychological Science by Dr. Matthew Feinberg (Stanford University) and colleagues, it was reported that gossip and ostracism can have positive effects within group situations. According to Feinberg, “groups that allow their members to gossip sustain cooperation and deter selfishness better than those that don’t. And groups do even better if they can gossip and ostracize untrustworthy members. While both of these behaviors can be misused, [the] findings suggest that they also serve very important functions for groups and society”. The evolutionary psychologist Dr. Robin Dunbar (University of Oxford, UK) notes that because language is principally used for the exchange of social information and that such topics are so overwhelmingly important, he concludes that “gossip is what makes human society as we know it possible”.

(10) Burping and farting help relieve bloating and stomach pain

Burping and farting may well be viewed as bad habits, but both are a normal part of the body digestion process, both acts help release unwanted gas that builds up inside the stomach, and both are vital for good gastric health. Farting is particularly beneficial for relieving bloating and preventing oneself from breaking wind can be incredibly painful. Dr Nick Read, a British consultant gastroenterologist warns “If you don’t belch and the gas stays on the stomach, this can cause the valve that separates the gullet and the stomach to relax, allowing stomach acid to splash up into the gullet, triggering heartburn”. In relation to farting he added “We evacuate wind for a reason – it forms in the bowel and we need to get rid of it. Holding it back can also trigger pain. A colleague used to call it Metropolitan Railway Syndrome – all these commuters suffered pain and bloating because they were too embarrassed to break wind on public transport”. All this leads to the conclusion that it’s the act of not burping or farting that should be considered bad habits. Is I was often told by one of my aunts: “It’s better out than in”. And never has a truer word been spoken.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Baruch, Y., & Jenkins, S. (2007). Swearing at work and permissive leadership culture: When anti-social becomes social and incivility is acceptable. Leadership and Organization Development Journal, 28(6), 492-507.

Dunbar, R.I. (2004). Gossip in evolutionary perspective. Review of General Psychology, 8(2), 100-110.

Feinberg, M., Willer, R., & Schultz, M. (2014). Gossip and ostracism promote cooperation in groups. Psychological Science, 25, 656-664.

Feinberg, M., Willer, R., Stellar, J., & Keltner, D. (2012). The virtues of gossip: reputational information sharing as prosocial behavior. Journal of Personality and Social Psychology, 102, 1015-1030.

Matsuyama, K. (2011). Early birds linked to higher cardiovascular risk, study says. Bloomberg News. October 20. Located at: http://www.bloomberg.com/news/articles/2011-10-20/early-birds-linked-to-higher-cardiovascular-risk-study-says

Stephens, R., Atkins, J., & Kingston, A. (2009). Swearing as a response to pain. Neuroreport, 20, 1056-1060.

Vohs, K.D. (2013). It’s not ‘mess’. It’s creativity. New York Times, September 13. Located at: http://www.nytimes.com/2013/09/15/opinion/sunday/its-not-mess-its-creativity.html?_r=0

Vohs, K.D., Redden, J.P., & Rahinel, R. (2013). Physical order produces healthy choices, generosity, and conventionality, whereas disorder produces creativity. Psychological Science, 24, 1860-1867.

Wighton, K. (2013). From biting your nails to burping and even eating in bed: The bad habits that can be GOOD for you! Daily Mail, April 8. Located at: http://www.dailymail.co.uk/health/article-2305953/Bad-habits-From-biting-nails-burping-eating-bed-The-bad-habits-GOOD-you.html

Tales of the unexpected: 10 bad habits that sometimes do us good (Part 1)

All of us have bad habits, and all of us from time to time feel guilty about these habits. But there are some bad habits – at least when carried out in moderation – that might actually have benefits for psychological and/or physical wellbeing. Most bad habits help change our mood state and reduce stress (at least in the very short-term) but tend to become less helpful the more they are engaged in. Some of these bad habits turn into addictions where the short-term benefits are outweighed by the long-term costs. However, there are many activities that can sometimes have unexpected benefits and five of these are outlined in this blog. The next five bad habits will be in my next blog.

(1) Fidgeting helps burn calories

While fidgeting might be annoying for individuals and those around them, it is an activity that expends energy and burns calories. Fidgeting is one of a number of activities (along with walking, gardening, typing, tidying up, etc.) that are known as non-exercise activity thermogenesis (NEAT). In basic terms, NEAT is any activity that is not eating, sleeping, or sporting exercise. A number of studies carried out by obesity expert Dr. James Levine at the US Mayo Clinic (Arizona, US) have shown that individuals who fidget burn up about 350kcal a day. This is because fidgeting speeds up an individual’s metabolism by stimulating neurochemicals in the body thus increasing the ability to convert body fat into energy. So, if you are a compulsive foot tapper, an excessive thumb twiddler, or a restless doodler, just remember that all of these activities burn calories.

(2) Chewing gum helps boost thinking and alertness

Watching people chew gum is not a pretty site but if English football managers are anything to go by, chewing gum appears to be a stress relieving activity. In fact, there appear to appear to be many cognitive benefits of chewing gum. Dr. Kin-ya Kubo and colleagues in the book Senescence and Senescence-Related Disorders noted that chewing gum immediately before performing a cognitive task increases blood oxygen levels in the prefrontal cortex and hippocampus (important brain structures involved in learning and memory), thereby improving task performance. Dr. Kubo argues that chewing gum may therefore be a drug-free and simple method of helping those with senile dementia and stress-related disorders that are often associated with cognitive dysfunction. Another study by Dr. Yoshiyuki Hirano and colleagues showed that chewing gum boosts thinking and alertness, and that reaction times among chewers were 10% faster than non-chewers. The research team also reported that up to eight areas of the brain are affected by chewing (most notably the areas concerning attention and movement). As Professor Andy Smith (Cardiff University, UK) neatly summed up: “The effects of chewing on reaction time are profound. Perhaps football managers arrived at the idea of chewing gum by accident, but they seem to be on the right track”. 

(3) Playing video games helps relieve pain

Many individuals that do not play video games view the activity as a complete waste of time and potentially addictive. While excessive video game playing may cause problems in a minority of individuals, there is lots of scientific evidence that playing video games can have many beneficial effects. For instance, a number of studies have shown that children with cancer who play video games after chemotherapy take less pain killing medication. Video games have also been used as pain relieving therapy for other medical conditions such as burns victims and those with back pain. This is because playing video games is an engaging and engrossing activity that means the player cannot think about anything else but playing the game (and is what psychologists refer to as a ‘cognitive distractor task’). Pain has a large psychological component and individuals experience less pain if the person is engaged in an activity that takes up all their cognitive mind space. As well as being a pain reliever, there are also many studies showing that playing video games increase hand-eye co-ordination, increase reaction times, and have educational learning benefits.

(4) Eating snot helps strengthen the immune system (maybe)

How does it make you feel when you see someone picking their nose and then eating what they have found? Disgust? Contempt? Amused? In 2008, Dr Friedrich Bischinger, an Austrian lung specialist, claimed that picking your nose and eating it was good for you. He claimed that people who pick their noses with their fingers were healthy, happier and probably better in tune with their bodies than those who didn’t. Dr. Bischinger believes that eating the dry remains of what you pull out of your nose is a great way of strengthening the body’s immune system. He explained that in terms of the immune system, the nose is a filter in which a great deal of bacteria are collected, and when this mixture arrives in the intestines it works just like a medicine. He said that “people who pick their nose and eat it get a natural boost to their immune system for free. I would recommend a new approach where children are encouraged to pick their nose. It is a completely natural response and medically a good idea as well”. He went on to suggest that if anyone was worried about what other people think, they should pick their noses privately if they want to get the benefits.  This view is also shared by Dr. Scott Napper, a biochemist at the University of Saskatchewan. He theorises that hygiene improvement has led to the increase in allergies and auto-immune disorders and that eating snot may boost the immune system by ingesting small and harmless amounts of germs into the body. The same theory has also been applied to another bad habit – biting fingernails – because again, the act of biting nails introduces germs directly into a person’s orifices.

(5) Daydreaming helps problem solving

Daydreaming is something that can occupy up to one-third of our waking lives and is often viewed as a sign of laziness, inattentiveness and/or procrastination. However, scientific research has shown that the ‘executive network’ in our brain is highly active when we daydream. A study carried out by Professor Kalina Christoff and colleagues and published in the Proceedings of the National Academy of Sciences found activity in numerous brain regions while daydreaming including areas associated with complex problem solving. These brain regions were more active while daydreaming compared to routine tasks. It is believed that when an individual uses conscious thought they can become too rigid and limited in their thinking. The findings suggest that daydreaming is an important cognitive state where individuals turn their attention from immediate tasks to unconsciously think about problems in their lives. Christoff says that “when you daydream, you may not be achieving your immediate goal – say reading a book or paying attention in class – but your mind may be taking that time to address more important questions in your life, such as advancing your career or personal relationships”. In addition to this, Dr. Eric Klinger of the University of Minnesota has argued that daydreaming also serves an evolutionary purpose. When individuals are engaged on one task, daydreaming can trigger reminders of other, concurrent goals so that they do not lose sight of them.

Part 2 of this article will be in the next blog.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Christoff, K., Gordon, A.M., Smallwood, J., Smith, R., & Schooler, J.W. (2009). Experience sampling during fMRI reveals default network and executive system contributions to mind wandering. Proceedings of the National Academy of Sciences, 106, 8719-872

Fox, K.C., Nijeboer, S., Solomonova, E., Domhoff, G.W., & Christoff, K. (2013). Dreaming as mind wandering: evidence from functional neuroimaging and first-person content reports. Frontiers in Human Neuroscience, 7, 42. doi: 10.3389/fnhum.2013.00412.

Griffiths, M.D. (2005). The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.

Griffiths, M.D., Kuss, D.J., & Ortiz de Gortari, A. (2013). Videogames as therapy: A review of the medical and psychological literature. In I. M. Miranda & M. M. Cruz-Cunha (Eds.), Handbook of research on ICTs for healthcare and social services: Developments and applications (pp.43-68). Pennsylvania: IGI Global.

Hirano, Y., Obata, T., Takahashi, H., Tachibana, A., Kuroiwa, D., Takahashi, T., … & Onozuka, M. (2013). Effects of chewing on cognitive processing speed. Brain and Cognition, 81, 376-381.

Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122, E305-E317.

Klinger, E. (2009). Daydreaming and fantasizing: Thought flow and motivation. In Markman, K. D., Klein, W.P., & Suhr, J.A. (Eds.), Handbook of Imagination and Mental Simulation (pp. 225-239). New York: Psychology Press.

Klinger, E., Henning, V. R., & Janssen, J. M. (2009). Fantasy-proneness dimensionalized: Dissociative component is related to psychopathology, daydreaming as such is not. Journal of Research in Personality, 43, 506-510.

Kubo, K. Y., Chen, H., & Onozuka, M. (2013). The relationship between mastication and cognition. In Wang, Z. & Inuzuka (Eds.), Senescence and Senescence-Related Disorders. InTech. Located at: http://www.intechopen.com/books/senescence-and-senescence-related-disorders

Levine, J.A. (2004). Nonexercise activity thermogenesis (NEAT): environment and biology. American Journal of Physiology-Endocrinology And Metabolism, 286, E675-E685.

Levine, J.A., Melanson, E. L., Westerterp, K. R., & Hill, J.O. (2001). Measurement of the components of nonexercise activity thermogenesis. American Journal of Physiology-Endocrinology and Metabolism, 281, E670-E675.

Levine, J.A., Schleusner, S. J., & Jensen, M.D. (2000). Energy expenditure of nonexercise activity. American Journal of Clinical Nutrition, 72, 1451-1454.

Redd, W.H., Jacobsen, P.B., DieTrill, M., Dermatis, H., McEvoy, M., & Holland, J.C. (1987). Cognitive-attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. Journal of Consulting and Clinical Psychology, 55, 391-395.

Reichlin, L., Mani, N., McArthur, K., Harris, A.M., Rajan, N., & Dacso, C.C. (2011). Assessing the acceptability and usability of an interactive serious game in aiding treatment decisions for patients with localized prostate cancer. Journal of Medical Internet Research, 13, 188-201.

Vasterling, J., Jenkins, R.A., Tope, D.M., & Burish, T.G. (1993). Cognitive distraction and relaxation training for the control of side effects due to cancer chemotherapy. Journal of Behavioral Medicine, 16, 65-80.

Wighton, K. (2013). From biting your nails to burping and even eating in bed: The bad habits that can be GOOD for you! Daily Mail, April 8. Located at: http://www.dailymail.co.uk/health/article-2305953/Bad-habits-From-biting-nails-burping-eating-bed-The-bad-habits-GOOD-you.html