serious games : games for health dr andrew campbell
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Serious GamesGames for Health
Dr Andrew [email protected]
Prepared by Dr Andrew Campbell – Faculty of Health Sciences ©2011
Games for Health
› This talk will cover:
- Provide a history on gaming: particularly the advent of ‘serious games’ and simulations for education and health management.
- Demonstrate existing games development for such health areas as pain management, nutrition, mental health and neurological disorders.
- Outline the challenges these games face in both development and implementation through reviewing existing projects.
- Conclude with a projection of the future of serious games for health.
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Games for Health
Game Theory
› Obviously – there must be an aspect of fun!
› What other aspects attract and compel people to play games? [Think of all sorts of games, be they sport, board games, card games, computer games etc!]
› There are 3 main facets to making a good game:
1. Control2. Mastery3. Flow
› Games improve learning and memory!
Why do people play games?
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History of Electronic/Computer Games
› “Pong” (1977) – was NOT the first computer game, but it was the first at home for private use game. Principle was based on tennis.
› The advent of computer games in the home led to genre defining games, such as:- First Person Shooters (FPS)
- Real Time Strategy (e.g. Populous)
- Role Playing Games (e.g. Adventure Games)
The Evolution of Computer Games – The 70’s
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History of Electronic/Computer Games
› The mid 80’s saw new demand for games:
1. Edu-gaming
2. Arcades (Graphics demand) vs. Home Console
3. Game Tournaments
The Evolution of Computer Games – The 80’s
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History of Electronic/Computer Games
› The Games Industry Exploded in the 1990s!!
› Personal Computer Games
› Game Dedicated Consoles
› Hand Held Consoles
› Online Gaming!
Evolution of Computer Games – The 90’s
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History of Electronic/Computer Games
› The new Century brought:
› Online Gaming Communities (e.g. Massive Multiplayer Role Playing Games)
› Casual Gaming
› Mobile Gaming
› Gaming & Social Networking
› Unheralded Graphics & Story Line
› Edu-Gaming Industry
› Serious Games Industry!
Evolution of Computer Games – The new Millennia
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Serious Games
› A Serious Game is:
- A game based activity that leads the user to obtain:
- New knowledge on a serious topic- Lead to positive changes in behaviour
› Research and Development of Serious games are predominantly routed in the history of Edu-Gaming.
› The ultimate goal of a serious game is to:
- Be as engaging as a main-stream leisure game- Lead to new skill set development or individual knowledge development- To promote reinforcement of new behaviour past the point of game play
What is a Serious Game?
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Examples of Serious Games for Health
› Exer-gaming
› The Wii is the leading home Exer-gaming platform in the world at present – Thought the Kinect is fast growing in popularity.
› Health organisations in Australia, USA and UK see it as more effective than advertising to the public to take up exercise!
› Problems with Wii & Kinect:
- Types of exercises are limited- Not suitable for all ages, especially very elderly- Outcome measurement and Cost
Serious Games for Health
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Examples of Serious Games for Health
› Virtual Reality Serious Games for Pain Management:
- Snow World (2008)
› Game has proven to be very effective in reducing pain in burns victims
› Used during and after treatment
› Has been evidence-based through MRI studies in 2010
http://www.youtube.com/watch?v=jNIqyyypojg
› Problems: - In hospital use only at present. Home Virtual Reality systems still expensive.
- Repeated means may lead to decline in therapy outcome over time.
Serious Games for Health
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Examples of Serious Games for Mental Health
› Games for Mental Health:
- ReachOut Central! (aka ROC) & Second Life
› These modalities claim to assist youth aged 12-25 with depression, anxiety and social fearfulness.
› ROC is set in a ‘soap opera’ setting with you being the central character learning how to adjust to a serious of social problems most youth are often faced with.
http://www.reachoutcentral.com.au/
› Second Life is a Virtual World that does have virtual therapists (!?)
Serious Games for Mental Health
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Biofeedback Games
› “Journey to the Wild Divine” (Biofeedback gaming for ADHD – Amon & Campbell, 2008)
› Scientifically tested over 4 years at Sydney University with ADHD children.- Found to increase attention- Improve memory recall- Promote self-calming- Translate to behaviour improvementwithout the game being played!
› As seen on the7:30 Report – June, 2008http://www.abc.net.au/7.30/content/2007/s2265178.htm
Biofeedback Games have been found to increase learning and attention.
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Examples of Serious Games for Health
› Games for Cancer Kids:
› Re-Mission (2006) by HopeLabs
› Aims to reduce fear and give empowerment to kids undergoing Cancer Treatment.
› Study in 2006 found the game did more than empower kids!
› http://www.abc.net.au/tv/goodgame/stories/s2067977.htm
› Problem:- Medical Trial Testing
Serious Games for Health
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Developing a Serious Game for Libraries
› 1. Take a few minutes to determine:- A Library Issue/topic you wish to educate people about, or change the behaviour in a person towards accessing and attending libraries.
› 2. Describe in 20 words or less the game concept, its goal, how it’s played, where it’s played, etc?
› 3. Think about how you would test the game to make sure it captures the 'players' you want?
› If we have time, I would be happy to talk with you about how to make inexpensive games for your libraries – Tip: Look into casual game creation on social network sites!
Exercise: Developing Game Concepts for Libraries
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Challenges in Popular Game Production
› Professional Game development, in general, takes more than 12 – 18 months.
› It is expensive for the leisure market and could be even more costly for the serious games market – why – because we need to know the game will return it's investment.
› For Health, there are Ethical Considerations:
- Intrusiveness into peoples problems
- Health Information Sharing and Record Security
- Crisis Management
- Business Ethics: Who has the Intellectual Property?
- What other issues about game development and delivery in libraries might need to be considered?
Considerations for Serious Games
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Facts and Figures
› According to a study in 2009 by Bond University, 68% of Australian’s play computer games of some sort.
› The games industry is expected to yield an annual income of 500 Billion in 2011.
› Serious Games are the next sector of the games industry to grow in profitability by 120 billion dollars by 2012.
› Serious Games are likely to be pioneered by the Asian market.
What we know about the growth of games
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› http://www.youtube.com/watch?v=kjGJTST8DSg
› http://www.gamesforhealth.org/
› http://www.healthgamesresearch.org/
› http://www.seriousgamesinstitute.org.uk/
What’s Coming in the next 5 years
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Conclusion
› Serious Games are growing and all industry sectors are taking part:- Business- Technology- Education- Health- Hospitality- Environmental- Government & Defence
› Games promote inquiry
› Games promote learning
› Games promote social connections
› Games are fun!
Games to promote engagement!
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