Title: Games for Health
1Games for Health
2Health 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.
3Social 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
4Examples
- Heart Disease
- Exercise
- Diet
- Cancer
- Smoking
- Regular examinations
- Other examples?
5Games 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
6Examples
- Packy and Marlon role-playing video game to
teach children about their diebetic condition,
and learn to regulate diet, insulin, and blood
sugar
76 Month Follow-Up Results
8Games 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
9World 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.
10Selections from the 2006 Games for Health
Conference
11Games About Health
- How do commercial games represent health?
12Other 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.
13The Sims
- Hygiene is a key aspect of your sims life and
social capability - Lifespan issues in Sims 2
- Children Aging
14Trauma Center Second Opinion
- Nintendo Wii Launch Title
- Uses Wiis unique controller
15BrainAge Big Brain Academy
- Cognitive Exercise Sales Pitch
- Aimed at much older demographic (successfully)
- Tie in initially with Japanese based SME
- Diary Tips
16Health 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
17Health 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?
18The 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
19Presented toGames for Health Conference
2006Presented byRandy BrownCTO, Virtual
Heroes Inc.
Biofeedback for Therapy and Training
September 28, 2006
20Overview 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.
213DiMD 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
22EmSense-Enabled Environments
- Usability/HCI studies
- Frustration/Resignation
- Attention
- Novel thought (frontal)
- Real-time monitors
- Wireless
- Hard Soft form factors
- Statistics tracking
- Multi-player
23EmSense-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
24Demo!
25Multiplayer ATL session Video
26After Action Review (Real Time)
27Obesity Prevention Meet-Up
- Games for Health Conference
- Baltimore, MD
- September 28-29, 2006
28Plans 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
29NMSU Learning Games Lab
30Obesity 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
31Improving Attitudes Toward the Disabled with a
Game
- Dov Jacobson
- Dov_at_GamesThatWork.com
- GAMES FOR HEALTH
- Baltimore
32Process Subject Matter Expert
- Parathletic champions
- Murderball
- Personal Experience
- Wheelchair Field Trip
- All artists
- All programmers
33Play
34Analysis Did it Work?
- Testing Strategy
- Informal Study
- Unscientific
- Unbudgeted
- Methodology
- Test, Play, Re-test
- Yuker Instrument
- Participants
- 29 Kids
- Ages 8-13
35Games for Health in Japan
Games for Health Conference 2006 09/29/2006
- Toru Fujimoto
- Fumitaka Beppu
36Topics
- 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
37Brain Exercise Games
- These were sold very well (Brain Age was sold
over 4M copies worldwide)
38Why 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
39Theyve gotten so many followers..
40more in PSP
41and more in PC
42Boom 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
43Games 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)
45Games 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
46Games for Rehabilitation (cont.)
- XaviX
- Pilot testing at 160 nursing-care facilities in
Kyoto area
47Game 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
48Psycho-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
49Psycho-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
50Non-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
51SG Labs Game
- Subsidiary of Square Enix Gakken
Nutritional education game
Recycle education game
52COTS games for Health in Japan
- Taka Beppu
- Visiting scholar
- USC
53Overview
- 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)
54BackgroundManga and TV shows regarding health
care in Japan
55(No Transcript)
56Healthcare 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
57Recent 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
58COTS Games for Health Review
59Click Medic Overview
- Designed by Satoshi Tajiri (Designer of Pokemon
game) - Text-based adventure game
- Going through the human body to remove fictional
viruses
60Pros
- 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
61Cons
- 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)
62Maiden Love Revolution (PS2, 2006)
63Love-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
64Main charactersHeroine (100kg, former beauty
queen)
65Heroines elder brother
66Wakatsuki School teacher
67Ren Senior at school
68Masaki Classmates
69Kennosuke Junior in school
70Toru Childhood friend and classmates
71Yurika a rival of heroine
72Pros
- 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
73Cons
- 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
74DS 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)
75Suggestions
- 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)
76Summary 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
77Simulation-Based Triage Training Games for
Health Mass Casualty Care Panel
78Masscasualty 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
80Sim-Patient Platform
81Physiology 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
82Duke 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)
83DDI-06
- Randomized into two groups
- Constructive
- VR
- Completed written test
- Course evaluations
84DDI Evaluation
85Training Model Primary Providers (TMPP)
86(No Transcript)
87TMPP-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).
88Future 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.
89Whats next?
- Continuing RCTs
- X-platform analysis
- Twelve month retention among DDI participants
- Continued development targeting the simulation of
medical assessment in the austere environment.
90Virtual World Collaboration Fred Hutchinson
Cancer Research Center andMicrosoft Research
91How 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
92Goals
- 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
93Research 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?
94Design 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
95Design 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
96Design 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?
97Measuring 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
98Clinical 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
99FHCRC 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)
100FHCRC 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
101V-Chat Trial
102HutchWorld Re-design
103HutchWorld Re-design (cont.)
104Overview
105Help
106Hutch Desk
107Seattle Desk
108Discussion Area
109Gift Carts
110Music Garden
111My Profile Tab My Appearance
112People Tab
113My Things Email
114My Things Tab - Journal
115My Things Tab - Web Page
116Next 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)
117Papers 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
118Contacts
- 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