For years, we’ve all intuitively understood that entertainment is “good for people.” A great show can lift spirits, bring communities together, and give people a joyful break from their daily stress. But what if you could prove it — with real, concrete data?

That’s exactly what I’ve started doing with Mind Games: Music is Hypnotic.

During a recent show, I asked the audience to participate in a live stress poll before the performance began. Using interactive tools, attendees rated their stress on a scale from 0 (“no stress at all”) to 4 (“super stressed”). Here’s what I discovered:

  • Before the show: Nearly half the audience reported “average” stress levels, and 17 people rated themselves as “more stressed than usual” or “super stressed.”
  • Just 30 minutes into the show: The percentage of audience members who reported no stress at all more than doubled, while high-stress responses dropped by almost 60%.

In other words, what began as “just entertainment” became a measurable wellness experience.

Why This Matters

For colleges, high schools, and corporations, programming decisions often come down to impact. Will this event bring value beyond entertainment? Will it strengthen the community? Will it support the wellbeing of students, employees, or team members?

With Mind Games: Music is Hypnotic, the answer is now a data-backed yes.

A New Way to Think About Booking Entertainment

This data isn’t just interesting — it’s actionable. Event planners and buyers can now:

  • Show measurable results to leadership and stakeholders.
  • Justify budgets by linking entertainment to wellness outcomes.
  • Build community pride by demonstrating that their campus or company invests in experiences that reduce stress and build joy.

And for audiences, the effect is immediate and personal. They leave not only entertained, but also lighter, calmer, and more connected to each other.

Looking Ahead

I plan to make this live data collection a standard feature of Mind Games: Music is Hypnotic. Each show becomes not just an evening of laughter and wonder, but also an opportunity to track the positive effect entertainment can have on human wellbeing.

In an age where stress is a defining challenge for students, professionals, and communities at large, that’s more than just a nice bonus — it’s transformational.

Entertainment that makes people laugh. Music that brings them together. Data that proves it changes how they feel.

That’s the future of Mind Games: Music is Hypnotic.

 

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