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The Serious Games Initiative founded Games for Health to develop a community and best practices platform for the numerous games being built for health care applications. To date the project has brought together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health care and policy.


Games Health Day, May 9, Schedule

Posted by Ben Sawyer on 06-04-07

The Games for Health Day Schedule for May 9 is now available!

Please click through for the complete schedule. See below for all travel details as well.

Special thanks to TATRC, The Robert Wood Johnson Foundation, USC's Annenberg School for Communication, and ICT for their help in making this event possible.

A downloadable PDF version of the schedule and event information is available at:
http://www.gamesforhealth.org/gfh-usc-details-schedule.pdf

How to Attend
A limited number of public tickets are available for $99.00. To attend, please register online at: http://www.acteva.com/booking.cfm?bevaid=107672

The event is free for USC faculty & students. RSVP with your credentials to rsvp@seriousgames.org
Researchers who have TATRC-sponsored or partnered projects may attend this event for free. Please RSVP with your project name and TATRC program officer to rsvp@seriousgames.org

Grantees of the Robert Wood Johnson Foundation may attend this event for free. Please RSVP with your program name and program officer contact to rsvp@seriousgames.org

Media are welcome to attend this event. Register for a media pass with Beth Bryant (bbryant@dmill.com)

Games for Health Day
USC Davidson Conference Center
Schedule: May 9, 2006
Los Angeles, CA

Breakfast & Registration
08:00 am - 09:00 am

Keynote: The Future of Game Driven Technologies
Don Daglow, CEO, Stormfront Studios
09:00 am - 09:45 am

Well known developer/producer Don Daglow will share thoughts on where games are going next on the eve of its biggest showcase of the year. Daglow's firm, Stormfront Studios is producing a highly anticipated next-generation game release.

Using Games to Deliver Key Health Messaging
09:45 am - 10:45 am
Moderator: Ian Bogost, Ph.D. (Georgia Tech & Persuasive Games)
Panelists: Michael Goran Ph.D. (USC), Debra Lieberman, Ph.D. (UCSB), Lynn Miller, Ph.D. (USC)

As an ascendent media form the power of games to deliver useful information and advocacy is great. What is the state of health messaging with games, and the future untapped potential? This panel will explore this and highlight current efforts.

10:45 am Break

Case Presentation: Immune Attack
Kay Howell, (Federation of American Scientists)
11:00 am - 11:30 am

Immune Attack is an educational video game being jointly developed by the Federation of American Scientists, Brown University, and the University of Southern California, and is funded by a grant from the National Science Foundation. The game serves two purposes; namely, to educate regarding the human immune system, and to demonstrate that education video games are a feasible medium for teaching complicated subjects in a simplified manner. Kay Howell of FAS will lead a review of the project.

Case Presentation: Carmen's Bright Ideas
Stacey Marsella Ph.D. , Lynn Miller, Ph.D. (USC)
11:30 am - 12:00 pm

The Maternal Problem-Solving project is an ISI collaboration with clinical psychologists at six pediatric cancer centers around the country. The CARTE team is creating an interactive multimedia computer program to teach a problem-solving methodology called Bright Ideas. Carmen's Bright Ideas uses an animated narrative to introduce the problems of Carmen, mother of a 9-year-old son, recently diagnosed with acute lymphocytic leukemia, and a 5-year-old daughter.

Hopelab: Research results for Helping Kids with Cancer using a Videogame
Steve Cole, Ph.D., (Hopelab)
12:00 pm - 12:30 pm

HopeLab’s first project is Re-Mission™ -- a video game developed for adolescents and young adults with cancer. HopeLab conducted a randomized, controlled trial to test the effect of Re-Mission on treatment adherence, cancer-related knowledge, self-efficacy, and quality of life among adolescents and young adults with cancer. 375 male and female cancer patients aged 13- 29 were enrolled at 34 medical centers in the US, Canada and Australia, and randomly assigned to receive PCs pre-loaded with a popular video game only or that same control video game plus Re-Mission. Study results, which were presented in March of 2006 at peer-reviewed scientific meetings, indicate that playing Re-Mission produced significant increases in quality of life, self-efficacy, and cancer-related knowledge for adolescents and young adults with cancer. In addition, young people who played Re-Mission maintained higher blood levels of chemotherapy and showed higher rates of antibiotic utilization than those in the control group, both results suggesting that Re-Mission helps patients adhere to cancer therapy regimens.

Steve Cole will provide more details on the detailed research HopeLab conducted.

Lunch, Networking & a Briefing
12:30 pm - 1:30 pm

During Lunch, Ben Sawyer of Games for Health will provide a quick review of what attendees to E3 can expect to see and should look for. For those of you who will be attending E3 for the first time this briefing promises to better prepare you for the industry's largest showcase event of the year.

Many games have maps, where's ours?
Harvey Magee, TATRC
01:30 pm - 02:00 pm

TATRC has been an integral supporter of game technologies being applied to health care. During this session Harvey Magee of TATRC will take a look at how TATRC is applying past methods in simulation and visualization to the games world in order to enhance TATRC's goals and mission.

Game Technology is Transforming Military Medicine: Is the Inverse Also Possible?
CDR Russell Shilling, NRL
02:00 pm - 02:30 pm

To what extent can the military medicine community aide the game technology world? In this session CDR Russell Shilling a veteran of several major DoD gaming projects including America's Army, Pulse!!, and more will explain ways that the games for health field will be a two-way street improving not only health but games in general.

Addressing PTSD, PsychoTherapy, & Stroke Rehabilitation with Games & Game Technologies
Skip Rizzo, Ph.D., (USC/ICT)
Margaret McLaughlin, Ph.D. (USC)
02:30 pm - 03:15pm

Skip Rizzo and Margaret McLaughlin will detail efforts, research, and developments taking place at USC, The Institute for Creative Technologies, and the greater cybertherapy community involving games and important therapeutic processes.

03:15 pm Break

An Analysis of DDR Studies & Outcomes
Debra Lieberman Ph.D., (UCSB)
03:30 pm - 04:00 pm

Konami's DanceDanceRevolution and similar titles are perhaps some of the most researched games around. In this session Debra Lieberman of UCSB and Games for Health steering committee member will provide an overview of the many studies completed or underway that show critical health outcomes and successes based on DDR.

Using Game Consoles to Create New Methods for Disease Management
Dr. Howard Goldberg, MD, (University of Washington)
04:00 pm - 04:30 pm

Dr. Howard Goldberg will detail his efforts to improve interaction between doctors and children being treated for diabetes. Recently his lab was provided a grant by the Robert Wood Johnson Foundation to move some of his management systems over to video game consoles as a means of increasing the means by which critical health information can be disseminated and tracked.

Using Portable Game Devices to Reduce OR Anxiety in Children
Dr. Anuradha Patel, MD, (University of Medicine and Dentistry, New Jersey)
04:30 pm - 05:00 pm

In her work as an anesthesiologist Dr. Patel has documented the benefits of helping children reduce pre-op stress by providing them portable videogame consoles to focus on from the dressing room right to the point they are put under. The benefits of reducing OR stress with an off-the-shelf game solution is indeed measurable.

Cognitive Exercise & Games: Today, Tomorrow, and Why?
Ben Sawyer, Games for Health
05:00 pm - 05:30 pm

With support from casual game developer PopCap Games, the Games for Health Project is developing a public meta-repository and summary of the potential for games to aide in various aspects of cognitive health. Most notable about this is the potential to decrease the onset of Alzheimer's and dementia. An entire industry seems poised but is the research as clear cut to support this emerging market and if so what is the role seasoned game developers will play?

What is the Commercial Mass Market Future of Games for Health?
Ben Sawyer (Moderator), Ernie Medina, DrPH (Xrtainment Zone)
Chinwe Onyekere, Program Manager (Robert Wood Johnson Foundation)
05:30 pm - 6:15 pm

With our proximity to the E3 Expo we will wrap up this day with a general discussion of the future for the intersection of healthcare and commercial off-the-shelf games. With products like Sony Kinetic, Yourself! Fitness, DDR, DS BrainAge, and EyeToy Play offering potential mass-market opportunities to improve public health is this by-itself an important market for more then just game publishers? If so what is the role the general public and health community must play to ensure its growth and impact?

Reception & Networking
06:15 pm - 07:15 pm

Please join us post-conference to further conversations, make new friends, and increase the potential for future collaboration in this dynamic emerging field.