Updated Call for Content
Posted by Ben Sawyer on 09-02-16CALL FOR CONTENT
The 2009 Games for Health conference is set to be held on June 11-12 in Boston, MA. Pre-conference events on accessibility and virtual worlds will take part on June 10.
Our call for content is now officially open. Please send all submissions to content at gamesforhealth.org by February 27, 2009. (Note this is a revised submission date!)
All speakers receive free entry to the conference and all related events.
For complete details for submitting content please click through for more...
SUBMISSION REQUIREMENTS
Please send your submission as a plain text email, Microsoft Word document, or Adobe PDF file. Email them to content [AT] gamesforhealth.org.
If you are suggesting a specific session style please label it as follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc.
Include 2-3 Paragraph Bios for speaker(s) associated with session submission
Please list the minimum time required by your session. Minimal time for presentations is 20 minutes. Maximum time is 90 minutes (Panels or How-To sessions only!)
For all submissions referencing software please provide an explanation of the software's status (i.e. alpha, beta, completed, published, prototype, etc.) and 1-3 screenshots with your submission. Links to video demonstrations or downloadable demos may be sent in addition to your screenshots.
All sessions must relate to the use of computer games / videogames or their related technologies or other industry resources. If your submission doesn't make this link obvious please provide an explanation under the heading "Game Connection" in your submission.
If your submission requires Internet access, runs on a mobile platform, or requires other special equipment please let us know of these requirements so we may plan accordingly for such needs during your presentation.
Please also ensure we have FULL CONTACT INFORMATION including mailing address, organization affiliation, title, office and mobile phones, and at least one alternative email address.
TOPICS & CONTENT REQUESTED
The Games for Health Conference 2009 will feature over 40 sessions of content. Content planned includes panels, poster sessions, general lectures, case studies of projects and games, technology presentations, and how-to sessions. We seek a large variety of content across a range of topics and game types and health areas including:
Effectiveness of Health Games
Exergaming & Rehabitainment
Health Behavior Change
Disease Management & Education
Public Health Messaging & Patient Communication
Cognitive Health
Training & Management Sims & Occupational Recruitment
Accessibility for Games & Disability focused Games
Epidemiology
Pain Distraction & Stress Relief
CyberPsychology
Entertainment Games About Health or Substantial Health Related Play
Health Effects of Games
First Responders & Mass Casualty Training
Medical Informatics & Health Data Collection
Virtual Patients
Interface & Visualization Applications
Personal Health & Electronic Medical Record Systems
For more information please see topic summaries below
SPECIAL OPPORTUNITIES
Games for Health offers the following special opportunities for content submissions:
Virtual Worlds & Health
Games for Health will feature a full day of content focused on the use of virtual world systems and health. Virtual worlds combine social systems with game-based interfaces and graphics to create entirely new synthetic spaces to train, practice, and visualize. Such systems hold great promise to health and healthcare through layering on of game-play or enabling pure simulation or new forms of social interaction.
Our Virtual Worlds & Health Day is accepting talks, case studies, poster sessions, and panels that cover the use of virtual world technologies and applications that support new ideas in health and healthcare.
Games Accessibility
Building upon last year's innaugural event Games for Health will also feature a pre-conference day-long event focuse
Peer Review Status Opportunities
Games for Health will be implementing a professional peer review process for the 2009 conference. This is limited to research oriented content wishing to submit for peer review. Please label your content submission "FOR PEER REVIEW".
Up to six-eight submissions will be selected by a peer review committee and designated with peer review status if accepted. Accepted papers will be designated for lecture or poster presentation. Papers which do not achieve peer review acceptance may be considered for other portions of the conference but will not be given peer reviewed status.
TOPIC AREA SUMMARIES
Exergaming & Rehabitainment : Use of game software and/or associated hardware to motivate, track, and induce various forms of physical activity (aerobic, physical therapy, anti-atrophy, etc.) that provides specific health outcomes.
Health Game Effectiveness : With the growing use of games in health, wellness, fitness now happening we're especially interested in sessions that share results on how effective (or not) such games are and what factors (in-game or out) encourage or discourage possible effectiveness.
Health Behavior Change : Use of game software and related resources to effect and support individuals in changing behaviors that put them at-risk for poor health
Disease Management & Education : Use of game software and related resources to educate people about diseases and especially to assist those with diseases and chronic illnesses to live well with those ailments.
Public Health Messaging & Patient Communication : Use of game software and related resources to communicate to the public about health concerns, policies, or health issues.
Cognitive Health : Exploring the theories and practices behind using games to improve various aspects of cognitive health via game-based conditioning/stimulation including but not limited to various forms of memory, equilibrium, and eye-hand coordination.
Training & Managment Sims & Occupational Recruitment : Training skills, management practices using games. Using games to visualize health-related jobs, practices, and systems in an attempt to recruit talent to health-based occupations.
Accessibility for Games & Disability focused Games : Making all games accessible or providing games specific to disabilities in order to people with lifelong or temporary disabilities enhanced quality of life, specific therapy, new social capabilities, or disability related training.
Epidemiology : The use of games in all aspects of epidemiology including training, visualization, behavior research, modeling, and more.
Pain Distraction & Stress Relief : Games or game-like environments provided to offer distraction from chronic, or temporary pain, medical procedures or as means to provide relief from stress.
CyberPsychology : Games or game-based environments that provide support for psychological assessment, treatment, or education.
Entertainment Games About Health or Substantial Health Related Play : Games that offer interesting media studios, design patterns, or other insight into how health is or could be portrayed in games.
Health Effects of Games : Studies that show general health related outcomes from playing games in general (e.g. repetitive stress injuries, online game addiction, motion sickness, etc.)
First Aide, First Responders & Mass Casualty Training : Games that specialize in training citizens and professional first responders in all forms of pre-hospital care and aide including for incidents involving mass casualties.
Medical Informatics & Health Data Collection : The use of games, game technologies, and design patterns to aide in the collection, visualization, and analysis of health and medical information.
Virtual Patients : Use of game-based technologies and design techniques to create believable physiological and psychological synthetic humans for use in training and other relevant situations.
Interface & Visualization Applications : Applying game design techniques and game technologies to problems in health and healthcare involving application interface design and general issues of visualization.
Personal Health & Electronic Medical Record Systems : Using interface ideas and avatar technologies from games along with other design and engineering resources to foster innovation in personal health and electronic medical record systems
ABOUT GAMES FOR HEALTH
Games for Health, the leading professional community in the field of health games, unites the best minds in health care and game development to advance game technologies that improve people’s health and the delivery of health care. Through their national and regional events, as well as extensive online resources, Games for Health brings together researchers, medical professionals and game developers to share best practices and forge new, game-based solutions to pressing health and healthcare challenges.
Games for Health is funded primarily by the Robert Wood Johnson Foundation’s Pioneer Portfolio, which supports innovative ideas that may lead to significant breakthroughs in the future of health and health care. It was founded in 2004 by the Serious Games Initiative, a project of the Woodrow Wilson International Center for Scholars dedicated to applying innovative games and game technologies to a range of public and private policy, leadership and management issues.
