Games for Health 2010
Content Wave #1
The
following content offers a sample of the research, case studies, and
lectures, that will be present at the 2010 Games for Health Conference.
The
sessions described below do not include any of the content from three
of our main tracks which are still under development. We will
soon be announcing our nearly full slate of sessions including content
for our Active & Exergaming Track, our first ever Rehab & PT
Track, and our Cognitive Health with Games Track powered by
SharpBrains. The debut of these sessions, and many other
surprises are in store for this year's event.
All
times, and some speakers are still To Be Announced (TBA) below.
If you have any questions about these or other sessions please
contact Ben Sawyer @ bsawyer@gamesforhealth.org
Larger then Life: A Behavior Change Game for HIV Prevention
Lynn Sullivan, Yale University
In
2009 Yale University was awarded a multi-million dollar grant to build
and test a videogame aimed at helping at-risk youth understand and
avoid the risks associated with HIV infection. In 2010 a
multi-disiciplinary team has been assembled and will use the latest
evidence-based practices, theoretical constructs, and best-practice
game design techniques to build the game. In this session,
project PI Lynn Sullivan will detail the project to date, share
insights from her substantial pre-production process, and reveal the
overall design approach the team has developed including project plans,
the game design, assessment tools, and more.
What Kids Get Out of Video Games : The Presence of Games in Healthy Child Development
Cheryl K. Olson
This
presentation blends lessons from Dr. Olson’s research on middle-school
youth, and recent studies on healthy child development—offering game
developers and parents a new way of looking at children and electronic
games.
Topics include:
- The complex reasons kids play video games; the four types of game players
- What the popularity of Grand Theft Auto tells us about healthy teen development
- How kids use games to make sense of the world; the surprising things they learn from violent games
- When game play is a problem: markers to watch for
- Talking to your kid about video games
- Implications of this research for game developers
This
presentation will give you insights into the role electronic games play
in children’s lives, and ways to encourage positives and minimize
negatives. Autism & Games Panel
Russell Shilling, Moderator
Autism
is a spectrum disorder affecting as many as 1 out of 150 people
worldwide each year. As researchers and parents begin to
understand the condition more-and-more there have been a number of
game-related efforts aimed at assisting those affected by autism, their
family, friends, and caregivers. This panel is an attempt to
collect as many of those project efforts and research findings as
possible. It is not only meant to provide a strong point of
information gathering and dissemination featuring experts in the field
but more importantly, it's a rallying cry, for all of those interested
in how videogames, and videogame technologies can help in the field of
autism to gather and find ways to move forward with increase
collaboration and effectiveness.
Exergame away the Pain : Exergame
Technology to Improve Physical Activity, Functional Mobility and Pain
among African American and non-Hispanic White Women with Knee
Osteoarthritis
Bridgett
Rahim-Williams, PhD, MPH, MA, Kemar Mapp, BA, Rida Laeeq and William
Parker Hinson, BS, University of Florida, Gainesville, FL
This
session covers the design and results of a pilot study to test the
efficacy and utility of a health game (e.g. exergame cycling) to reduce
pain sensitivity and increase physical activity and functional mobility
among African American and non-Hispanic White women ages 50-70 with
knee osteroathritis. Exercise
has been found to be an effective intervention in osteoarthritis; a
debilitating joint condition where pain is an important symptom.
Whether innovative health game technology versus standard exercise can
be used to improve physical activity and functional mobility thereby
reducing disability among women with knee OA has not been evaluated.
Measures include exergame cycling using PlayStation game equipment,
standard cycling without game technology, mechanical pressure pain
stimuli, pain ratings, readings of blood pressure, heart rate, distance
pedaled, time cycling and psychosocial questionnaires.
We
hypothesize that novel interventions such as health games (e.g.
exergame cycling) will facilitate increased physical activity,
functional mobility and decreased report of pain compared to standard
measures of physical activity (e.g. stationary cycling without game
technology) among the women. Empirical support for the hypotheses of
the pilot study will afford important information regarding the
efficacy and utility of novel health games interventions to improve
health outcomes such as increased physical activity, functional
mobility and decreased pain with implications for reducing adverse
effects of chronic disease disability among women with knee
osteoarthritis.
Global Health & Games Panel
Panelists TBA
The
goal of this panel is to begin both a discussion and assessment of the
role of videogames in improving global health in general and global
health initiatives specifically. When thinking on a global scale
games for health take on different characteristics then they do on a
national or individual basis. Gone is the idea of expensive
consoles in favor of lower cost cell phones and platforms like One
Laptop Per Child, or PlayPower. More important are epidemics that
may not be as familiar in more developed countries like malaria.
At the same time we must think of games as being even more
secondary to other forms of frontline interventions when considering
allocation of resources in the global health arena.
This
panel of game developers and global health experts will grapple with
defining what in global health may fit well with games, and what forms
and partnerships these game projects might take in terms of platform,
distribution, and design. The result, we hope, is a better sense
of community opportunities for games in the global health arena with a
strong dose of reality in terms of what will make a true difference.
The panel will kick off with a small assessment of the work in
this area that's been done or proposed thus far.
Foldit : Status and Future of Scientific Discovery Games in Biochemistry and Medicine
Zoran Popovic
University of Washington, Dept of Computer Science and Engineering
In 2008 the University of Washington debuted Foldit (www.fold.it)
an ambitious attempt to create a massively-multiplayer game that
predicts protein structures. Now team member Zoran Popovic
returns to Games for Health to provide findings brought by the Foldit
evolution over the past 2 years. Going beyond his review, Popovic
will reveal new details about the future of scientific discovery games
and its applications ranging from discovering novel biofuels to vaccine
and drug design A Wii Game for Laporascopic Surgery
Grendel Games
Tim Laning
Can
off-the-shelf technology, expertly programmed provide a great new
environment for training doctors, and motivating young people?
While there have been several presentations and projects looking
at how off-the-shelf games can potentially help doctors practice
skills, warm up, and generally prepare for surgery, there has never
been anything quite like this! Come see perhaps the most amazing
Wii surgery game built to date, see its unique Wiimote compatible
controllers, hear how the project came to be, and where it and its
business-plan are going next.
Dreams and Video Game Play
Jayne Gackenbach
Grant MacEwan University
The
science of dreams has progressed beyond Freud’s original speculations.
It has been shown that dreams are the phenomenological experience of
information processing, especially memory consolidation and
integration, and for emotional regulation. In a series of studies
Gackenbach and colleagues have been investigating the relationship
between video game play and dreams. Three lines of inquiry have been
pursued, cognitive factors, emotional content and bizarreness in dreams
associated with video game play. The question across studies being,
does hard core video game play change these fundamental qualities of
dreams in the player, and thus, by implication, in the ways in which
players process cognitive and emotional information?
Specifically
this researcher has identified a positive relationship between video
game play and lucid/control dreaming. This lab also found more dreamed
aggression but less misfortune resulting in fewer nightmares or unique
responses to nightmares. Finally, gamers dreams are more bizarre, which
may not reduce to odd game content, but to an association with
creativity.
Energy Expenditure with Exergaming; is it enough to make a difference?
Bryan Haddock
California State University, San Bernardino
The
prevalence of Overweight and Obesity has increased dramatically in
recent years. This is especially a concern in children. Recent data
from the CDC suggest that 3.3% of children aged 6-11 are overweight and
17% are obese. Frequent television viewing and the playing of video
games has often been linked to this increased obesity prevalence.
Exercise and the avoidance of “screen time” are often suggested as a
way to help decrease obesity in both children and adults. It is not
debatable that exercise will have several physiological benefits to
those who participate. One thing that is still debated is how much
exercise will be obtained by individuals who play video games that
require movement in order to play (“exergames”).
There
have been several studies over the last several years that have
examined the level of energy expenditure while playing a variety of
games. Dance Dance Revolution has been studied the most; however
several other games have also been studied. This presentation reviews
and summarize the published research up to this point, and classify the
games that have been studied for their level of energy expenditure.
The
research done in our lab has been conducted in a different way than
most of the published research. We decided that we wanted to see what
level of energy expenditure would be achieved while playing exergames
when the participants were given free choice as to which games they
would play and how long they would play each individual game. Some of
this research has been done on children, some on adults. The data will
also be separated to show the choice of games played and the level of
energy expenditure varies when the participant is overweight or normal
weight. To date a variety of games have been tested. These games
include: Xavix Jackie Chan Fitness Studio, Wii Sports, Wii Sports
Active, Gold’s Gym, and Your Shape.
In
addition, this presentation will summarize some of the other research
that has been done in our lab with the use of exergames as a potential
mode of exercise.
Attack of the S. Mutans! Fighting Tooth Decay with a Stereo 3D Multiplayer Adventure Game
Howard Rose
Firsthand Technology Inc.
Firsthand
Technology received funding from NIH to create and test a computer
game-based intervention for improving oral health self-care behavior in
kids. Firsthand has developed Attack of the S. Mutans!,
a stereo 3D multi-player adventure game that is the centerpiece of a
traveling exhibit for science centers featuring 5 other virtual
experiences. The game engages kids in a fight against bacteria and
biofilms that are the causes of tooth decay. Firsthand's prior work
includes SnowWorld for pain control and VR therapy for post-traumatic
stress.
Tetris Bikes and Mobile Scavenger Hunts: : Designing a Games for Health Course in an Interdisciplinary Classroom
Katie Siek
University of Colorado
What
would a semester long course in creating games for health look like?
How would the course differ for 1st year undergraduates and
graduate students? Do all students need programming experience? In this
interactive presentation, Dr. Siek discusses the motivations, design,
and implementation of a semester long course where students grappled
with the goals of combining theory, game development, and health.
The presentation will cover course structure, schedule,
instructional design, and examples of great student work from two
course iterations. Attendees will not only see the end result
work, but can gain insight on how to launch similar courses in their
own programs.
Surge World
Gary Stairs
Red Hot Learning
SurgeWorld is
a strategy game that simulates a hospital environment in the aftermath
of a catastrophic disaster situation, such as an earthquake. It was
commissioned by the Childrens’ Hospital of Los Angeles, which needed a
way to train physicians, nurses, and other emergency department staff
in how to prepare and respond to a patient surge after a disaster, but
had no practical way of replicating the chaos that would ensue.
This session covers a demo and case study of the project.
SurgeWorld is
mission driven. Players have to deal with a rapid influx of patients,
with varying and random injuries. Deciding who to treat first, what
treatment to give, and how to assign valuable resources becomes a race
against time as patients enter the hospital. Players are scored on
mission outcomes and how well their choices relate to medical best
practices. Leader boards enable players to compare their scores to
other players in the same hospital
A Case Study of Integrating Games into a School Based Community Health Center
Sarah Wessler
Harlem Children’s Health Project
The
Neuberger Berman Health Promotion Learning Lab (HPLL) is a unique
health education resource operating in conjunction with the Harlem
Children’s Health Project (HCHP) a School-Based Health Center located
in the Harlem Children’s Zone (HCZ) Promise Academy Charter School in
New York, NY. The HPLL is a unique facility that incorporates
field-tested interactive hands-on health education models into the
clinical services of the HCHP and the larger HCZ Community.
In
this session, Sarah Wessler, Program Manager for the HPLL will outline
workshop models, interactive curriculum and game technology resources
that have been implemented into the HCHP including exergames and other
games for health. Detailed descriptions and images of the HPLL
will be provided as well as information on how to replicate workshop
education models, curriculum and innovative health education resources
in your own community.
With
its state-of-the-art interactive health education model of audio-visual
systems, mobile devices and workshop-based curriculum, the HPLL expands
the scope of the Harlem Children’s Health Project into a facility
that aims to empower young people to take control of their personal
health and become advocates for a safer and healthier neighborhood,
community, and planet.
Based
on the needs of the medically underserved Harlem community, the HPLL
utilizes several open source health games and websites to address
topics including: nutrition, oral health, anatomy and physiology,
hygiene, asthma, and reproductive health. Student interns, or
Explainers, assist with modes of education, evaluate and research
games, teach lessons, and act as peer mentors for visiting students.
The HPLL is an ideal model for replication in a variety of
settings including school-based health centers, community-based health
centers, and children’s hospitals.
Exergames Unlocked: Case Studies of Unique & Successful Community Based Use of Exergames
Speaker TBA
New Mexico State University
Home
to the exergamesunlocked.org website, NMSU has been investigating the
impacts and best practices of using active games. Mini-grant recipients
include an elementary school physical education teacher with limited
facilities, an after school program leader in an elementary school on
the New Mexico/Texas/Mexico border, an extra-curricular program for
kids with Downs' Syndrome, a program director at a senior's residence
center, an after school program for at-risk kids, a community
initiative at a laundromat and a family-oriented exergames olympics
program. Each of these projects have specific lessons learned and
strategies for successful use.
NMSU
researchers communicate with recipients regularly and have structured
case studies to share on the exergamesunlocked website. They will
summarize findings with specific recommendations on using exergames in
programs.
The Fever for Flu Games
Speaker TBA
In
2009 as the Swine Flu pandemic began to grip the world both as it
spread and as more and more media attention grew a number of game
projects were launched or move to the front burner that concerned the
topic. Some were very specifically commissioned to help with
public response. Some were not. A bunch were played,
including many titles about flu and viral outbreaks that were little
more then games that spoke to the theme of flu and not much else.
Almost all, as a group, were uniformly poor - even the ones meant
to help.
Why was this?
Was it merely that poor designs were constructed? What
lessons can be gleamed by the gap between games as a useful tool for
public response and the fact that they played not much of a major role
in them and in some cases may have done more harm then good? This
session provides not only a recap of all the known flu games that were
built since early 2009 but also a critique and series of recommendation
how the worlds of public health, and gaming could be better prepared
and play a much more successful role when there is another viral
epidemic, pandemic, or other health emergency where wide swaths of the
public need information, training, and assistance to prepare and deal
with the event.
Examining Active Gaming Theories and Practices Among 3rd - 5th Graders
Lisa Hansen
University of South Florida
As
technology and sedentary lifestyles have become an integral part of
children's lives, so too has the prevalence of childhood obesity.
Although video games are often associated with influencing sedentary
behaviors, active gaming is a modern genre that requires children to
become physically active while playing the games. Active gaming’s
reputation is partly founded on the concept of making exercise more fun
and appealing in order to encourage participants to voluntarily want to
participate in the activities. When intrinsic motivation is the
foundation for participating in an activity, research suggests
individuals experience Flow or are “in the zone” as defined by
Csikszentmihalyi. When flow experiences occur, the individual has no
extrinsic desires.
This
session will discuss two small research efforts that looked at theories
and practices putting exergaming to use in grade school classrooms in
Florida. First, a qualitative inquiry exploring fifth grades
students’ experiences participating in active gaming during physical
education classes. Analysis of data revealed students have a
“Persistence to Game” (P2G) when participating in active gaming during
physical education. Persistence to game includes eight elements.
Although not all elements need to be present at the same time, when
these elements interact, students experience flow. In P2G, the flow
zone suggested by Csikszentmihalyi is modified by demonstrating a
smaller portion of time spent in anxious or bored behavior. The
discoveries of this study suggest active gaming can be an appropriate
tool used in the 21st century to promote healthy physical activity
experiences.
A second effort looked at the use of FootPOWR pads and FootGaming
as a genre of active gaming in which participants’ feet control
on-screen actions by using a pad on the floor as the mouse or select
keyboard input. Participants can play computer games using their feet
while simultaneously gaining physically active experiences. Discussed
will be research conducted with elementary students using FootGaming
while participating in a “healthy” learning project that integrated
physical activity and nutrition related principles in the academic
classroom. An additional purpose of this study was to explore the
experiences of the teachers and students while participating in
FootGaming in a collaborative team project that incorporated
technology-delivered health and wellness concepts.
Games & Accessibility
Mark Barlet
Ablegamers.com
Videogame
accessibility is about the notion that everyone should be able to play
games and much more. Whether it's ensuring people with
disabilities can play their favorite titles, or using games to help
someone with a specific lifelong, chronic, or temporary physical or
cognitive disability we can do better at making games accessible.
The best games don't look at accessibility as a burden or a
special needs case, the best games like the AbleGamer's awarded Dragon
Age see great accessibility features as making their game better for
everyone. The Games for Health Conference has several elements to
its overall event dedicated to looking at all the intersections,
research, and work that is improving the practice and impact of
accessibility and games for accessibility. This session is a
great introduction to people new to the field of videogames and to
accessibility in videogames. It not only provides a basic
introduction but offers a chance to recap all of the accessibility work
and outcomes from the Games Accessibility Day event held on during the
pre-conference emerging markets and communities day on May 25.
Game Related Illnesses & Injuries : The accused, documented, and related : An Update
Alan Au
University of Washington
This
is one of several perennial talks we offer that see updates every year.
Ever since the first major arcade games rolled out there have
been videogame related injuries and illnesses. From photo-volitilic
siezers to people hurting themselves with active gaming you can't spare
videogames from being at the cause of a variety of interesting injury
and illness outcomes. However, just because we know such things exist
doesn't mean we have a good grasp on them - or even a good stab at a
complete documented list.
The
goal of this session is simple - to present a catalog of both evidence
based documentation of game-related injuries and illnesses and those
reported on but not necessarily documented perfectly. Furthermore, this
session also will look at rhetorical claims of injuries and "injury
epidemics" that have also been part of the record of this subject if
not always the reality.
Attendees
to this session will leave with a better understanding of game related
injuries and illnesses and how they might manifest themselves not only
in the normal course of events but potentially as side-effects to
exposure to games in health or health research settings.
Games About Health : An Update
Ben Sawyer
Games for Health Project
This
perennial talk starts where past talks have left off looking at how
commercial games from the last 2-3 years have handled health themes and
content. By looking at such games we hope to get some insight as
the future possibilities of games for health while also assessing the
possible health information that people are getting from off-the-shelf
games. This talk has, in the past, focused on such games from an
arc of 20+ years of gaming history. Instead a handout of that
earlier work will be given to each attendee allowing for time to be
focused on the games of recent years. If you are interested in
seeing how modern day commercial games are evolving their presentation
and game play around health & health care this is a session not
worth missing.
Exploring the Concept of Healthy Gaming
Ben Sawyer
Games for Health Project
For
all the discussion about games for health, that is, specific games
aimed at improving people's health, or education about health,
training, etc. we often don't stop to ask a bigger question of what
constitutes "healthy gaming?". Of course when one does many
immediate issues like violence exposure and screen time come to the
fore. The problem is those issues, however heatedly debated, are
not necessarily all that constitutes a notion of what "healthy gaming"
might be as a large concept and framework for discussion about the role
of games in our lives.
In this talk, the co-founder of
the Games for Health Project puts forward a passionate structure for
what might truly constitute a series of recommended principles of
healthy videogaming. The talk is not meant as a doctrine for the
public to follow, but is meant to spark further discussion and
reflection on what is too often a binary worldwide discussion of good
and bad as it relates to a limited sense of the problem.
Every Body Has a Brain
Karen Littman
Morphonix
This
session will focus on lessons learned and techniques used developing
Every Body Has a Brain, an interactive musical brain game and web site
designed to increase interest in and knowledge about the brain among
4-6 year olds. It is the third in a series of award-winning
neuroscience video games developed by Morphonix LLC and funded by
grants from The National Institute of Mental Health's Small Business
Innovation Research Program.
Creating
videogames for 4-6 year olds is challenging. Designers must remember to
think like a kid in order to create engaging games. Many 4-6 year olds
have never used a computer. Issues like navigation and how to word
instructions to meet the developmental needs of the children must be
addressed.
Participants will learn
about Morphonix’ design process, which includes a group of 4-6 year old
advisors. They’ll see parts of Every Body has a Brain, hear examples of
original songs that introduce each learning objective, and see video
footage of the design team in action.
Snacking & Gaming : What We Know So Far
Barbara Chamberlain
New Mexico State University
When
you play videogames guess where you're hands are? Not likely in
the snack bowl. At least that's the premise several people in the
games for health community have put forward. Other researchers
have also posited that gamers may spend more time in front of screens
BUT these are screens less likely to be deluging them with food
marketing which could also be beneficial. Does this mean that
gamers are less likely to snack? Or do gamers who gather to play
together gorge themselves while others are commanding the on-screen
action? Is the marketing of high caloric foods and energy drinks
aimed at gamers in both a psychographic and demographic form creating a
generation of high-octane fueled play and poor eating?
In
this session members of the games for health community who've just
begun asking deeper questions of the relationship between gaming and
snacking are beginning to formulate some answers - or at least show
that the possible linkages are not as cut & dry as conventional
wisdom might think. Come enjoy some health carrot sticks and
water and see what we've found out and share with us ideas on where we
can take these research questions next.
Off-The-Shelf Games Meets At-Home Child Development
Randy Kulman
What
constitutes healthy videogame play? How do you reach out to kids
who like videogames as a child development professional and use
videogames as a critical tool for understanding the child and shaping
their development? Today's digitally oriented children spend an
increasing amount of time with video games and other popular digital
technologies. A recent Kaiser Family Foundation study indicates that
8-18-year-olds devote an average of 7 hours 38 minutes to using
entertainment media in a typical day. Much of this time is devoted to
using popular video games and other digital technologies. We need to
learn how to harness this enormous commitment of time and energy for
children's growth and development.
This
talk focuses on a variety of small pilot studies undertaken to help
shape strategies for engaging children with popular, commercial,
off-the-shelf video games and other digital technologies they choose to
play with. We examine how these games can be helpful in
developing these critical thinking and problem solving skills in a
population of children with mild attention and learning difficulties.
Many
popular video games and digital technologies require the practice and
mastery of executive functions such as organization, planning, working
memory, cognitive flexibility, and metacognition. However,
current data suggest limited transfer of game-based skills to the real
world. Perhaps some of this is because we don't have strategies
as parents, teachers, and child development specialists to help here?
We examine experiences with children and games like World of Goo
and RockBand and the approaches we take to help turn gameplay with such
titles into positive development time for kids. The presentation will
conclude by providing guidelines for selecting games to improve
executive skills and the development of strategies that improve the
generalization from game-based skills to the real world. In
addition, we will touch on strategies that game publishers can use to
improve existing games and make them more digitally-nutritious for
children.
Code Orange 2: A National Incident Management System (NIMS) mass casualty game
William T. BeckerSiTEL
This
case-study session details the purpose, the development and the
application of Code Orange 2, a virtual hospital environment designed
to prepare health care professionals for mass casualty incidents. In
the post 9-11 world, mass casualty incident training has received
increased attention, especially in the health care industry.
Full-scale "live" disaster training exercises are costly,
difficult to organize and exceedingly disruptive to normal hospital
operations. Finding an effective solution that allows key
hospital personnel to take part in disaster preparedness planning and
training more frequently, at a lower cost, and with minimal impact on
patients and staff is the goal of the Code Orange 2 project developed
at Simulation and Training Environment Lab (SiTEL).
Code
Orange 2 helps players learn the protocols of the Hospital Incident
Command System (HICS) and familiarize with the procedures required for
handling crises. HICS is an important component of NIMS, and NIMS
compliance is a requirement for funding from the Federal Emergency
Management Administration (FEMA). In addition, this session will
discuss the integration between Code Orange 2 and SiTEL's Learning
Management System which allows for effective competency assessments.
Tactical Combat Casualty Care & The Corpsmen Training SystemBrent Smith
Angela Salva
Engineering & Computer Simulations
This
session details two large projects that are combining game-based
technologies and styles-of-play to help with training for combat
casualty care and corpsmen training.
The
first is the Tactical Combat Casualty Care (TC3) Simulation - a
game-based application that enables users to practice and learn the
concepts of battlefield medicine through relevant scenarios. This
project combines game-based simulations with elements of persistent 3D
virtual worlds, immersive learning environments, virtual classrooms,
simulation-based training, web-based content, and collaborative, online
knowledge repositories. Not only a game the TC3 system also
includes the TC3 mission editor to create and share scenarios across
the Army enterprise.
The Computer
Based Corpsmen Training System is an immersive, first person Medic
trainer that presents learners with interactive 3D Serious Games for
learning and practicing battlefield medicine. Commonly known as the
CBCTS, this system builds upon the US Army’s Tactical Combat Casualty
Care Simulation to teach Navy Fleet and Marine Force Corpsman trainees.
The corpsman trainee takes on the first person view of a corpsman
attached to a Marine squad in Afghanistan. During the mission teammates
are wounded and the corpsman must balance triage, treatment, and safety
to successfully keep his people alive and prepare them for evacuation.
The CBCTS implements Serious Gaming Vignettes as skill building
exercises that focus on triage, treatment planning, safety, 9-line
evacuation information, trauma management and how to successfully use
other members of your team to successfully complete each mission.
Within each mission, every casualty can survive with the correct
treatment applied within a critical period of time. If the player fails
to assess injuries correctly or spends too much time treating one
casualty, others can die.
The Creation and Assessment of A Game for Suicide Prevention
Dr. Glen Albright
Kognito Interactive
Designed
by Kognito, At-Risk trains university faculty to identify and approach
students exhibiting signs of depression, anxiety, and thoughts of
suicide and, if necessary, refer those students to the university
counseling center. The game uses Kognito’s human-interaction engine to
engage players in simulated conversations with virtual, fully animated
students. The game has been adopted by over 30 universities in the U.S.
One
of the biggest challenges facing serious-game developers is providing
empirical evidence on the ability of games to influence players’
skills, knowledge, and behavior. Until we are able to design studies
and show evidence of the impact of games, many people will continue to
view our community as more “buzz” than substance.
In
the presentation, we will share the assessment techniques we used in
evaluating At-Risk, a suicide-prevention training game. We will share
how this study was structured, how we motivated universities to
participate, how we engaged one university to take the lead in
conducting the assessment, and how they secured funds to conduct the
study. Many of these techniques can be adapted for evaluating the
outcomes of other games, and reducing the misconception that empirical
studies are highly complex and unachievable for game developers.
The
At-Risk study involved collecting responses to a situational-judgment
task. The study found that subjects who took At-Risk were 1) more
willing to take on the role of a gatekeeper and approach a student
about whom they are concerned and 2) better at applying best practices
in identifying, approaching, and referring students when compared to a
control group who received a training manual covering similar material.
The results of the empirical study are further supported by a survey
study conducted by Kognito in 72 universities in the U.S. These results
will also be shared in the presentation.
A review of the behavioral effects of video games on children with ADHD
Paul Ballas
Green Tree School
The
relationship between symptoms of ADHD and the playing of video games is
not well understood. The American Medical Association and American
Academy of Child and Adolescent Psychiatry have reflected this
ambivalence in recommendations and press releases. Because video
games are among the most popular pastimes of children and teenagers and
ADHD is one of the most common childhood psychiatric diagnoses,
pediatricians, family practice physicians, and child psychiatrists
commonly encounter children with ADHD who play video games regularly.
How are we to advise them and their families?
Research
historically has focused on the negative consequences of playing video
games; however, recent studies are illuminating the possible benefits
of video games on cognition and visual information processing.
Some research suggests that children with ADHD may be using video games
as a form of self-medication. Video games may boost self-esteem
in a population of children who derive little of it from their
schoolwork or family life.
Additional research has shown that
interactive games can improve classroom learning and social
relationships for boys with ADHD.
Evidence indicates that
the presence of a computer in the home of a preschool child can improve
school readiness and cognitive development regardless of the frequency
of access to or ownership of child electronic games or video games in
the household, the socioeconomic status of the family, or the
developmental stage of the child. Lastly, some evidence suggests
that action video games may briefly improve certain cognitive
functions.
I believe that at the current state of
research, it is premature to advise families to eliminate video games
from the lives of children with ADHD, at least until the negative and
potentially beneficial effects of playing video games (colloquially
known as gaming) are better characterized. The following is a summary
of recent research findings on the psychiatric and behavioral effects
of video games on children with ADHD. I hope that this summary better
prepares clinicians when they discuss video games with families and may
give a guide to the current state of research on the effects of video
games in this population.
Impacts of Exergames of Player Effort and ExertionWei Peng, Michigan State University
Elizabeth Lyons, University of North Carolina
This
session combines two talks based on work being done by grantees of the
RWJF Health Games Research National Program. It includes a look
at Short-Term and Long-Term Effectiveness of Exergames for Young Adults
by Wei Peng from Michigan State University and Predicting Sensory and
Control Effects of Console Videogames in Young Adults by Elizabeth
Lyons from the University of North Carolina.
Reading, Writing and Exergaming: Incorporating Active Games into the School Environment
Emily Murphy
West Virginia University
Nearly
10 million children and adolescents in the United States are currently
overweight or obese. Results from the Coronary Artery Risk
Detection in Appalachian Communities Project, shows that the prevalence
of overweight and obesity in West Virginia's youth is even higher than
the national average, with nearly 50% of WV fifth graders being
classified as overweight or obese. One important way to prevent
obesity is to increase physical activity. Our research and others
have shown that exercise interventions using active video games results
in multiple health benefits including improvements in endothelial
function, blood pressure and fitness levels in overweight children.
This is a very important finding, considering overweight and/or
obese children are less likely to participate in volitional exercise or
sports programs than their normal weight peers, but exercising using
active video games (Exergaming) appeals to all children.
Schools
have the opportunity to play a critical role in increasing physical
activity levels in children by providing daily, quality physical
education. Unfortunately, very few state requires daily physical
education, and in many states (like West Virginia), high school
students are not required to participate in physical education at all.
Due to these disheartening statistics, we have begun exploring
how Exergaming can be incorporated into the schools for the purpose of
providing alternative opportunities for physical activity throughout
the school day.
Those attending
this session will learn about the process of incorporating Exergaming
into all aspects of the school environment, as well as results
from the various components of the WV's statewide project. In 2006,
various West Virginia State partners (known as the WV Games for Health
Project) and Konami Digitial Entertainment pledged that Dance Dance
Revolution would be provided to all public school in West Virginia.
To date, all middle school and high schools have been provided
the opportunity to have DDR as well nearly half of the elementary
schools. In addition, the possible health benefits of
Exergaming clubs is currently being studied in middle and high schools
in West Virginia, as part of a multi-state USDA grant entitled, "Using
Video Games to Promote Activity". Finally, this spring WV Games
for Health Project and Konami have joined forces once again to
implement a statewide DDR tournament for all public schools.
Individual school competition will begin in March, regional
competitions will take place in April, and the culminating statewide
event will take place on May 22nd in Charleston, WV (the state
capitol).
Using Active Games in a Social Context to Improve Physical Activity: Research Findings
Dr. Ann Maloney, Maine Medical Center
Maja Mataric, Ph.D., USC
This
session combines two talks based on work being done by grantees of the
RWJF Health Games Research National Program. Dr. Ann Maloney, M.D.
(Maine Medical Center) talks about findings from her research
project, Family-Based Exergaming with Dance Dance Revolution (DDR) and
Maja Mataric, Ph.D. from the University of Southern California will
speak on Robot Motivator: Towards Adaptive Health Games for Productive
Long-Term Interaction.
What Can We Learn from fMRI During Videogame Play?
Adam Gazzaley, M.D., Ph.D., University of California, San Francisco
Adam Noah, Ph.D., Long Island University
Two
grants from the RWJF Health Games Research National Program will
showcase their work looking at what we can learn from fMRI imaging when
building games for health. Adam Gazzaley, M.D., Ph.D. (University
of California, San Francisco) will speak about his project, "A Video
Game to Enhance Cognitive Health in Older Adults" and Adam Noah, Ph.D.
(Long Island University) will talk about his work using fMRI as part of
his look at using dance videogame training for people with Parkinson's
Disease.
Experiences of Using Video Games in Psychotherapy: What would Freud Play?
T. Atilla Ceranoglu, M.D.
Harvard Medical School, Massachusetts General Hospital, Boston
Videogames
are starting to find their way into medical practice especially in
psychology and psychotherapy. In psychiatric practice, one use
for videogames is as an aid in social skills training of children with
developmental delays and in Cognitive Behavioral Therapy (CBT). How can
this most popular children's toy prove to be such a useful tool in
dynamic psychotherapy of youth? This session explores the ways
one psychiatrist is utilizing games in their practice.
Opportunities
abound where child psychiatry practice meets video game design. As a
result of using many off-the-shelf games we will explore key points
game designers may consider in game development for specific use in
psychotherapy of youth. Through a review of child analysis literature
in a user-friendly manner, the presenter conceptualizes videogames in
the context and fleshes out the key aspects of a perfect
videogame for use in psychotherapy. The overall goal is to
further our understanding of how to use games in psychotherapy sessions
by better understanding not only their specific uses but how children
relate to ideas and express themselves through videogame play that can
be at the heart of therapist conversation and observation.