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Title: Games for Health


1
Games for Health
  • MLG 31 Mar 08

2
Health Promotion by Social Cognitive Means
(Bandura 2004)
  • Human health is a social matter
  • Belief in self-efficacy is core to making and
    maintaining healthy lifestyle choices
  • Health promotion should begin with goals, not
    means
  • Current health practices focus on medical supply
    side. Social cognitive approaches focus on the
    demand side.

3
Social Cognitive Theory
  • Core determinants
  • Knowledge of health risks benefits of different
    lifestyle choices
  • Perceived self-efficacy that one is in control
  • Outcome expectations about expected costs
    benefits of different choices
  • Health goals and concrete plans
  • Social facilitators and impediments

4
Examples
  • Heart Disease
  • Exercise
  • Diet
  • Cancer
  • Smoking
  • Regular examinations
  • Other examples?

5
Games for Health
  • Games can
  • Provide knowledge of choices
  • Practice (via role playing) self-efficacy
  • Illustrate outcome expectations
  • Engage users in forming health goals and plans
  • Facilitate social interaction between players
  • Sometimes actually provide therapeutic benefit

6
Examples
  • Packy and Marlon role-playing video game to
    teach children about their diebetic condition,
    and learn to regulate diet, insulin, and blood
    sugar

7
6 Month Follow-Up Results
8
Games for Health Conference
  • May 8-9, 2008 in Baltimore
  • 58 sessions, including epidemiology in World of
    Warcraft, Game Addiction, Nurse Training,
    Rehabitainment
  • New themes
  • Multi-player social games that build social
    networks / social support
  • Games that require serious physical movement for
    exercise or rehabilitation
  • Games to education professionals as well as
    ordinary folks

9
World of Warcraft as model for epidemiology
  • An outbreak of a deadly disease in a virtual
    world can offer insights into real life
    epidemics, scientists suggest. The "corrupted
    blood" disease spread rapidly within the popular
    online World of Warcraft game, killing off
    thousands of players in an uncontrolled plague.
  • The infection raged, wreaking social chaos,
    despite quarantine measures.
  • The experience provides essential clues to how
    people behave in such crises, Lancet Infectious
    Diseases reports.
  • In the game, there was a real diversity of
    response from the players to the threat of
    infection, similar to those seen in real life.
  • Some acted selflessly, rushing to the aid of
    other characters even though that meant they
    risked infection themselves.
  • Others fled infected cities in an attempt to save
    themselves.
  • And some who were sick made it their mission to
    deliberately infect others.

10
Selections from the 2006 Games for Health
Conference
11
Games About Health
  • How do commercial games represent health?

12
Other Notes
  • RPGS show poison, disease, potions, healers.
  • Ultima IV allows the player to give blood to show
    sacrifice.
  • Many sports games now have injuries.
  • Grand Theft Auto has an ambulance, and also has a
    representation of endurance (run more, gain
    stamina).
  • Team Fortress, BF1942, and America's Army have
    medic characters who have specific roles.

13
The Sims
  • Hygiene is a key aspect of your sims life and
    social capability
  • Lifespan issues in Sims 2
  • Children Aging

14
Trauma Center Second Opinion
  • Nintendo Wii Launch Title
  • Uses Wiis unique controller

15
BrainAge Big Brain Academy
  • Cognitive Exercise Sales Pitch
  • Aimed at much older demographic (successfully)
  • Tie in initially with Japanese based SME
  • Diary Tips

16
Health in Games
  • Often Fairly Binary
  • Dead or Alive
  • When you deplete your health, your game is over.
  • Health 0-100
  • Pick up health pack Healed
  • Food Health
  • Nutrition via Recipes
  • Caloric Values
  • Example of pushing decisions/actions a few more
    levels

17
Health in Games
  • Healing is usually about finding objects or
    makeing a purchase only when you must...
  • but rarely do you practice preventative
    treatment in games.
  • IRONICALLY
  • doesn't this seem a lot like healthcare in the
    real world?

18
The Next Opportunity
  • Make games offer more decisions about health
  • Even a couple other levels of decisions could
    offer lots of rich opportunity
  • Tighten the accuracy a bit to improve the
    representation and messaging but dont make the
    game educational
  • Nutrition

19
Presented toGames for Health Conference
2006Presented byRandy BrownCTO, Virtual
Heroes Inc.
Biofeedback for Therapy and Training
September 28, 2006
20
Overview BRAIN-BASED BIOFEEDBACK GAMES FOR
HEALTH
  • Biofeedback systems are increasingly becoming a
    critical part of the Games for Health space. Uses
    for biofeedback fit both training and personal
    health. This session brings together two example
    uses of biofeedback in gaming to help demystify
    the opportunities surrounding biofeedback
    hardware interfaces and software applications.
  • Virtual Heroes will demonstrate how they've
    integrated biofeedback as an assessment tool into
    recent non-health projects dealing with Adaptive
    Thinking Leadership. This presents an excellent
    overview of both the technical hurdles and
    interface approaches toward using biofeedback for
    training applications.

21
3DiMD Gaming Environment for Training Healthcare
Team Coordination Skills
  • We are performing this project in collaboration
    with Duke University Medical School and the Duke
    Human Patient Simulation Center
  • Funded by TATRC
  • Background Effective team coordination is
    critical for the safe delivery of care
  • Planning for an assessment of ease of use and
    efficacy through an experimental trial at Duke
    University Medical Center

22
EmSense-Enabled Environments
  • Usability/HCI studies
  • Frustration/Resignation
  • Attention
  • Novel thought (frontal)
  • Real-time monitors
  • Wireless
  • Hard Soft form factors
  • Statistics tracking
  • Multi-player

23
EmSense-Enabled Environments
  • Raw vectors
  • Oxygenation
  • Heart Rate
  • Blink Rate
  • Head motion
  • Skin temperature
  • Frontal-lobe activity
  • Virtual vectors
  • Mental Response
  • Physical Response
  • Engagement
  • Zen
  • Stealth
  • In the Zone

24
Demo!
25
Multiplayer ATL session Video
26
After Action Review (Real Time)
27
Obesity Prevention Meet-Up
  • Games for Health Conference
  • Baltimore, MD
  • September 28-29, 2006

28
Plans for the Session
  • National initiative for obesity prevention
    through gameplay
  • Guided discussion and sharing
  • 2 minute review of existing games and initiatives
  • Call for needed research
  • Call for future action

29
NMSU Learning Games Lab
30
Obesity Prevention through Video GamesResearch,
Development, Outreach
  • Develop games to prevent obesity
  • Target 12-14 year old youth
  • Use as goal to drive research in message
    development and assessment
  • Assess game impact

31
Improving Attitudes Toward the Disabled with a
Game
  • Dov Jacobson
  • Dov_at_GamesThatWork.com
  • GAMES FOR HEALTH
  • Baltimore

32
Process Subject Matter Expert
  • Parathletic champions
  • Murderball
  • Personal Experience
  • Wheelchair Field Trip
  • All artists
  • All programmers

33
Play

34
Analysis Did it Work?
  • Testing Strategy
  • Informal Study
  • Unscientific
  • Unbudgeted
  • Methodology
  • Test, Play, Re-test
  • Yuker Instrument
  • Participants
  • 29 Kids
  • Ages 8-13

35
Games for Health in Japan
Games for Health Conference 2006 09/29/2006
  • Toru Fujimoto
  • Fumitaka Beppu

36
Topics
  • Games for Health in Japan updates
  • Brain exercise games
  • Games for rehabilitation
  • Game Prescription project by Namco
  • Non-visual game
  • COTS games for Health in Japan
  • Manga for Health
  • Game reviews

37
Brain Exercise Games
  • These were sold very well (Brain Age was sold
    over 4M copies worldwide)

38
Why was it well-accepted in Japan?
  • Previous success with the book version
  • Fear for aging
  • 20 of entire population is over age 65
  • Cultural soft spot for scientific support

39
Theyve gotten so many followers..
40
more in PSP
41
and more in PC
42
Boom of the brain exercise games
  • Nintendo expanded the market for adult casual
    gamers
  • It came mainly from marketing breakthrough, not
    from game design innovation
  • Caused the return of not-so-creative-edutainment
    folks
  • The future might be not so bright

43
Games for Rehabilitation
  • Namcos Rehabilitainment games
  • Research indicated the improvement effect by
    using the games for rehabilitation
  • used by 122 hospitals and nursing-care facilities

cycling game
Taico drum master
whack-a-mole game
44
(No Transcript)
45
Games for Rehabilitation (cont.)
  • Developing a new wack-a-mole type game to train
    lower-body functions
  • Train iliopsoas muscles to prevent from falling

Doki-Doki Snake Beater
46
Games for Rehabilitation (cont.)
  • XaviX
  • Pilot testing at 160 nursing-care facilities in
    Kyoto area

47
Game Prescription project
  • Joint research project by Waseda Univ, Namco, and
    New technology foundation
  • Four research topics
  • Psycho-physiological effects of videogames
  • Evaluation of videogame interaction
  • Effects of playing videogames on children with
    developmental disorder
  • Evaluation of literacy learning system using
    multi-layer display for developmental dyslexia

48
Psycho-physiological effects of videogames
  • Pre/post tests on salivary amylase and Profile of
    Mood States
  • Games used Redge Racers, Lumines, Digdag,
    Moji-pittan, Taiko Drum Master

49
Psycho-physiological effects of videogames
  • The study indicated
  • Videogame-play may causes psycho-physiological
    effects
  • The type and degree of the effect varies
    according to the players preference and the type
    of the game
  • The more skilled and concentrated, the more
    effects actively

50
Non-visual surround audio game
  • A joint project of Yudo, Keio Univ., and Dolby
  • First-person action game using surround audio
    technology and no visuals

Player
Trap
Treasure
e.g. Treasure hunting game
51
SG Labs Game
  • Subsidiary of Square Enix Gakken

Nutritional education game
Recycle education game
52
COTS games for Health in Japan
  • Taka Beppu
  • Visiting scholar
  • USC

53
Overview
  • Backgroundmanga (Japanese comic) and TV shows
    regarding health care in Japan
  • COTS games review
  • Click Medic (1999 PS)
  • Maiden Love Revolution (2006 PS2)
  • DS surgery games Trauma Center Under the Knife,
    Kenshuui Tendo Dokuta 2 (2005 Nintendo DS)

54
BackgroundManga and TV shows regarding health
care in Japan
55
(No Transcript)
56
Healthcare manga
  • Medical mangas (and TV shows)
  • Main characters are MD, NS or patient
  • Medical heroic stories describe challenges and
    conflicts in the realistic contexts
  • Consumed as entertainment
  • Some of them were made into TV drama series and
    appealed to the wider audiences

57
Recent cases
Team medical dragon Genius surgeon
challenges The authority and hierarchy of
medical community
Nurse Aoi A story of a nurse with a sense of
justice and compassion
circulation
2 million ? 4 millon
circulation
rating 14.8 ave, not bad
rating 14.2 ave, not bad
58
COTS Games for Health Review
59
Click Medic Overview
  • Designed by Satoshi Tajiri (Designer of Pokemon
    game)
  • Text-based adventure game
  • Going through the human body to remove fictional
    viruses

60
Pros
  • Players can learn the anatomy and physiology of
    the human body
  • Players are required to read the texts several
    times to accomplish a stage
  • Players can learn the importance of communicating
    with patients and other medical staff

61
Cons
  • Weak design for learning support
  • Poor visual support Limitation of a text-based
    adventure game
  • Fictional virus buggles are unrealistic
  • Sacrifices many educational elements to enhance
    the excitement of the game
  • Using real viruses could be still exciting (e.g.
    bird-flu, o-157, SARS)

62
Maiden Love Revolution (PS2, 2006)
63
Love-Revo Overview
  • Date diet simulation for girls
  • A high school heroine attempting to slim down to
    attract the cool boys in her class
  • The goal is to reduce her weight by managing her
    diet and fitness
  • Coaching mentoring by other characters
  • Dating with boys as a reward
  • Communication on dieting

64
Main charactersHeroine (100kg, former beauty
queen)
65
Heroines elder brother
66
Wakatsuki School teacher
67
Ren Senior at school
68
Masaki Classmates
69
Kennosuke Junior in school
70
Toru Childhood friend and classmates
71
Yurika a rival of heroine
72
Pros
  • Engage players in considering dietary topics
  • Coaching Mentoring
  • Enemies rival girls
  • Learn from the heroines psychological conflicts
  • e.g. Weight rebound issues
  • Learn how to manage everyday life with the goal
    of loosing weight
  • Character descriptions and story settings
  • Attractive stories and characters are important
    to keep player interest

73
Cons
  • Advice and guidance could be more informative
  • Negative effects
  • Unrealistic solutions poor messages
  • To earn money and buy as many beauty salon
    treatments as possible is the best way to win the
    game
  • The game makes dieting seem easy

74
DS Surgery Games Features
  • Medical adventure game with mini-games on surgery
  • Stories of interns who need to learn how to
    surgery
  • Using unique functions of DS to play the
    treatment process

Kenshuui Tendo Dokuta 2 (2005, Nintendo DS)
Trauma Center Under the Knife (2005, Nintendo DS)
75
Suggestions
  • The opportunity to instill the dream of becoming
    a surgeon among players
  • Story depends largely on your skills and
    success or failure of surgery
  • If you screw up, game ends on a sour note
  • Ability to realize its heavy responsibility and
    challenge
  • To elaborate on the surgery part of the game in
    order to raise the excitement and learning
    elements
  • Adding quiz dialogues to check factual knowledge
  • Providing more support on medical information
    (e.g. anatomy, physiology, pathology)
  • Improve storytelling (e.g. TV shows)
  • Deepening on the medical drama
  • Ability to learn from premiere TV series in the
    U.S. (eg.ER, HOUSE, Greys Anatomy)

76
Summary COTS games as a health communication
tool
  • Strategy for accuracy and validity
  • Hints from other areas, TV programs, Manga
  • eg. Hollywood, Health Society
  • Push and Pull
  • Entertainment vs Social norm
  • Enjoyable vs enlightening or informative
  • Video games vs TV programs vs manga, etc.
  • COTS games vs educational or non-commercial

77
Simulation-Based Triage Training Games for
Health Mass Casualty Care Panel
78
Masscasualty Triage
  • Rapid physical assessment of key physiologic
    conditions
  • Provides objective systematic method for
    determining patient acuity
  • Occupation scope independent
  • Perishable cognitive skill
  • Opposes normative care

79
START Primary Triage Method
80
Sim-Patient Platform
81
Physiology Models
  • Cardiovascular
  • Beating heart
  • Arterial venous compartments
  • Circulating blood transport
  • Tissue compartments
  • Respiratory
  • Ventilation waveforms
  • O2 / CO2 gas exchange
  • O2Hb transport / O2 dissociation
  • O2 utilization / CO2 production
  • Pharmacological
  • IV, IM, and INH. routes
  • Metabolism and excretion
  • Rx effects (CV, neural, muscular)
  • Other
  • Cerebral pulse pressure
  • Level of consciousness
  • Chemical Biological agent modeling
  • Traumatic sequelae

82
Duke Disaster Intersession
  • Two hundred sixty-one students from advanced
    degree programs
  • Nursing 22.9 (n60)
  • PA 19.9 (n52)
  • PT 15.7 (n41)
  • Medicine 37.9 (n99)
  • Pharmacy 3.4 (n9)

83
DDI-06
  • Randomized into two groups
  • Constructive
  • VR
  • Completed written test
  • Course evaluations

84
DDI Evaluation
85
Training Model Primary Providers (TMPP)
86
(No Transcript)
87
TMPP-SBTT Task Outcomes
  • Thirty-one physicians identified by the Ministry
    of Health participated in two 2-day courses.
  • Participants evaluated the curriculum using a
    five point Likert scale.
  • Comments were 95 positive (n75) and 5 negative
    (n4).

88
Future Directions
  • It has been suggested that this training, if made
    readily available to the medical first responders
    in Iraq, would make an immediate and measurable
    impact on the survivability of casualties in the
    field.

89
Whats next?
  • Continuing RCTs
  • X-platform analysis
  • Twelve month retention among DDI participants
  • Continued development targeting the simulation of
    medical assessment in the austere environment.

90
Virtual World Collaboration Fred Hutchinson
Cancer Research Center andMicrosoft Research
91
How the Project Came About
  • Microsoft Research approached the Hutch with an
    idea and a software demo
  • The Hutch reviewed and approved the collaboration
  • The Arnold Library and designated staff were
    selected to project manage and liaise with
    Microsoft
  • Microsoft made a charitable donation to the Hutch
    to cover project costs including networking
    housing facility

92
Goals
  • Microsoft To research and develop tools and
    technologies that contribute to effective online
    communication between individuals and among
    groups
  • FHCRC Opportunity to research and enhance
    services for patient community

93
Research Questions
  • Social support/community
  • Can social support be enhanced by computer
    mediated interactions?
  • Can online social support improve well-being?
  • Online identity
  • How does online social identity affect online
    interaction?
  • Use of attention for communication
  • How are the demands on a users attention
    affected by different types of communication?

94
Design Process Audience
  • Defining audience
  • Researchers at the Hutch?
  • Patient community?
  • Extend existing BMT listserve?
  • Appropriate for patients as extension of
    inpatient activity? For former patients? For
    pre-admits?
  • Caregivers, friends and family?
  • Trial Caregivers and patients in Hutch housing

95
Design Process Content
  • Defining content
  • Medical
  • Social support
  • Identify content experts
  • Patient care administrators, social work,
    psychologists, medical director, volunteer
    services, patients, chaplain, management,
    researchers
  • Develop and review designs
  • Prototype and iterate

96
Design Issues
  • Imaginative versus real life?
  • Include medical information?
  • Include information? Games? Communication?
  • Open or password protected?
  • Moderation and ownership? Peer patient world?
    Staff moderated?
  • Sync vs. async communication?

97
Measuring Success Clinical Trial
  • Collect real data on measurable outcomes
  • Determine value of study and effects on social
    well being
  • Determine what components are valuable (both
    computer usage and HutchWorld software)
  • Study results recognized by both medical and
    computer science fields

98
Clinical Trial Difficulties
  • Setting up and maintaining system
  • includes consent, assessment, hardware,
    training, software and network maintenance, etc.
  • Managing study participation
  • ill or dying patients
  • fluctuations/variations/unpredictability in
    caregivers
  • Determining critical mass
  • getting enough people on the system at once to
    have simultaneous accessing and support

99
FHCRC Research ProtocolP.I.s Janet Abrams
Psy.D., Karen Syrjala Ph.D.
  • Design 2 group randomized controlled clinical
    trial
  • Protocol approval all institutional scientific
    reviews IRB (human subjects) review
  • Deployment Pilot Trial June 00-Jan.01
  • Control Patients and caregivers in Hutch
    housing able to use their own computers
  • Intervention Patients and caregivers in Hutch
    housing provided computer, HutchWorld software
    and high speed Internet access.
  • Data collection computer usage and standardized
    self-report measures
  • Longitudinal evaluation of outcomes (3 months)

100
FHCRC Research Protocol (contd)
  • Conducting pilot study prior to full (phase 3)
    study
  • Patients and their caregivers in Hutch housing
  • 20 apartments given computers and HutchWorld
  • 20 apartments not given computers
  • Pilot Study Objectives
  • Evaluate and resolve implementation questions
  • Evaluate feasibility appropriateness of study
    design
  • Preliminary assessment of usefulness of HutchWorld

101
V-Chat Trial
102
HutchWorld Re-design
103
HutchWorld Re-design (cont.)
104
Overview
105
Help
106
Hutch Desk
107
Seattle Desk
108
Discussion Area
109
Gift Carts
110
Music Garden
111
My Profile Tab My Appearance
112
People Tab
113
My Things Email
114
My Things Tab - Journal
115
My Things Tab - Web Page
116
Next Steps
  • Run V-Chat prototype (10/98 completed)
  • Run trial at Hutch housing sites (6/00-1/01)
  • Source release (7/00)
  • Evaluate and prepare for next phase (Q1 2001)

117
Papers and Conferences
  • Papers
  • HutchWorld Lessons LearnedA Collaborative
    Project Fred Hutchinson Cancer Research Center
    Microsoft Research
  • Conferences
  • Virtual Worlds International Conference July
    2000, http//www.virtual-worlds.net/
  • Medicine Meets Virtual Reality Jan. 2001,
    http//www.amainc.com/mmvr_virtual_reality.html

118
Contacts
  • HTTP //vworlds.org
  • VWorlds platform source
  • HutchWorld sample summer 2000
  • Fred Hutchinson Cancer Research Center Ann
    Marie Clark, Janet Abrams, Karen Syrjala,
    Christopher Hibbeln, Debbie Fraley
  • Microsoft Linda Stone, Melora Zaner, Lili Cheng,
    Shelly Farnham
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