Dec 02, 2009

Digital Games for Physical, Cognitive and Behavioral Health

Source: Reuters

(From the press release)

The Robert Wood Johnson Foundation (RWJF) announced more than $1.85 million in grants for research that will offer unprecedented insight into how digital games can improve players’ health behaviors and outcomes. With funding from RWJF’s Health Games Research national program, nine research teams across the country will conduct extensive studies to discover, for example, how the popular dance pad video game Dance Dance Revolution might help Parkinson’s patients reduce the risk of falling, how Wii Active might be most effectively implemented in high schools to help overweight students lose weight, how a mobile phone game with a breath interface might help smokers quit or reduce their tobacco use, or how facial recognition games might be designed to help people with autism learn to identify others’ emotions.

Health Games Research is supported by an $8.25 million grant from RWJF’s Pioneer Portfolio, which funds innovative projects that may lead to breakthrough improvements in the future of health and health care. The national program, which conducts, supports, and disseminates research to improve the quality and impact of health games, is headquartered at the University of California, Santa Barbara. It is directed by Debra Lieberman, Ph.D., communication researcher in the university’s Institute for Social, Behavioral, and Economic Research and a leading expert in the research and design of interactive media for learning and health behavior change. The grants were awarded under the program’s second funding round to strengthen the evidence base in this emerging field.

“Digital games are interactive and experiential, and so they can engage people in powerful ways to enhance learning and health behavior change, especially when they are designed on the basis of well-researched strategies,” said Lieberman. “The studies funded by Health Games Research will provide cutting-edge, evidence-based strategies that designers will be able to use in the future to make their health games more effective.”

The nine research teams, chosen from among 185 proposals, each have been awarded between $100,000 and $300,000 to lead one- to two-year studies of digital games that engage players in physical activity and/or motivate them to improve how they take care of themselves through healthy changes in lifestyle; prevention behaviors; cognitive, social or physical skills; chronic disease self-management; and/or adherence to a medical treatment plan. Studies will focus on diverse population groups that vary by race and ethnicity, health status, income level, and game-play setting, with age groups ranging from elementary school children to 80-year-olds. The research teams will study participants’ responses to health games played on a variety of platforms, such as video game consoles, computers, mobile phones and robots.

“The pace of growth and innovation in digital games is incredible, and we see tremendous potential to design them to help people stay healthy or manage chronic conditions like diabetes or Parkinson’s disease. However, we need to know more about what works and what does not — and why,” said Paul Tarini, team director for RWJF’s Pioneer Portfolio. “Health Games Research is a major investment to build a research base for this dynamic young field. Further, the insights and ideas that flow from this work will help us continue to expand our imagination of what is possible in this arena.”

The nine grant recipients are listed here

 


Oct 27, 2009

NHS endorses Nintendo Wii Fit video game

The Daily Telegraph reports that the Nintendo Wii Fit Plus, which goes on sale this Friday, got the permission to use the NHS’s Change4Life logo in its advertising on television and in shops. From next year, it is possible that the logo will be used on the product itself, an unprecedented partnership between a video game and the Government.

Change4Life is a public health programme in the UK which began in January 2009, organised by the Department of Health. The campaign aims to encourage people in Britain to lead healthier lives, using the slogan "eat well, move more, live longer"

A spokesman for the Department of Health told the Telegraph: "Active video games, where kids need to jump up and down or dance about as part of the game, are a great way to get kids moving."

 

wii_fit.gif

Jun 29, 2009

Towards a Positive Technology of Gaming

In this very interesting keynote given at the recent Game Developers Conference, Jane McGonigal discusses the role of Positive Psychology in gaming. Another significant sign of how the world of ICT is embracing the perspective of Positive Technology...

 

Learning to Make Your Own Reality - IGDA Education Keynote 2009

View more documents from avantgame.

Jan 08, 2009

Science: special section on education and technology

The current issue of Science has a special section on the use of technology in education.

I found particularly interesting the article by Chris Dede about the potential offered by immersive interfaces for learning. According to Dede, the key benefit of immersive media is their ability to combine actional, symbolic, and perceptual factors, providing the participant with the impression that she or he is "inside" a digitally enhanced setting.

In another article included in this special issue, Merrilea Mayo reviews the most promising applications of videogames in science and technology education, and describes the challenges to be faced for the wider adoption of this approach.

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May 12, 2008

Foldit

Via Technology Review 

Players of a new online game called Foldit will help design three-dimensional protein structures for HIV vaccines, and enzymes for repairing DNA in diseased tissues. David Baker, a leading protein scientist at the University of Washington, teamed up with computer scientists to create the game.

 

 

 

Jan 05, 2008

$9 Bi: Microsoft's Estimate For The Serious Games Market

Via Future-making serious games

BusinessWeek has published an article this week where David Boker, senior director of the Business Development Group at Microsoft's Aces Studio, one of Microsoft's game studios where ESP was developed, says Microsoft conservatively estimates Serious Games market at $9 billion.

The Serious Games market is currently valued at about $150 million, according to Ben Sawyer, president of the Portland (Me.) consulting firm Digitalmill and co-director of the Serious Games Initiative. While not huge, that's nearly three times more than in 2005, according to Sawyer's estimates, and growth looks set to continue. 


 

Dec 08, 2007

The Glucoboy for Diakids

Re-blogged from Medgadget


 

Parents with diabetic kids know how difficult it often is to convince the young ones to take regular glucose readings. Now a Minnesota company called Guidance Interactive Healthcare managed to fuse a portable glucometer with a Nintendo Game Boy Advance videogame cartridge. The idea is that the hybrid cartridge is preloaded with a number of games, and kids have to submit themselves to regular readings in order to unlock games and get points that can then be used in the games to get to higher levels.

Currently only available in Australia, the device should prove a hit with the parents, while the kids might be wondering why they got a locked down game cartridge that feeds on human blood for Christmas.

 

Glucoboy product page...

 

Oct 09, 2007

Serious Games approaches to challenging racism in the workplace

There is an incident at work. One of your fellow colleagues has come to you to ask advice about the way in which a member of your team is making them feel. They believe they are being treated differently from you and the rest of the team because they are from an ethnic minority. It may or may not be racism. The fact is your colleague is feeling
discriminated against. What do you do?
 
This scenario is just one in a series of Bytesize Basics serious games which are designed to allow 'frontline workers' to 'play' with methods of inclusive service delivery away from the frontline. Users are immersed in a virtual safe haven to explore the consequences of their actions in choosing a 'solution' which leads to a video outcome scenario of the likely impact of their choice or decision. Players are also offered counsel support from a virtual tutor expert. Individual or collective users are given the opportunity to play out a numbered of potential scenarios. These are based on their solutions choices to further imbed understanding of likely outcome when seeking to support a colleague in the workplace who confides they are feeling discriminated against.
 
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The Institute of Digital Learning at the University of Wales, Newport (UK) has been successfully applying serious games positive technologies as a mechanism of empowering workers with virtual experience and knowledge transfer that allows them to deal with situations relating to Equality & Diversity as they arise in a workplace settings.
 
The Challenging Racism in the workplace serious game is one of open source resources developed as part of the Addressing Barriers - Enhancing Services series of Equality and Diversity etraining resources as part of the European Social Fund Welsh Equal Equinex project. Dave Phillips from the South East Wales Racial Equality Council was instrumental in developing the eTraining resource.  Other approaches include the use of virtual tutor expert tutorials, topic resource manuals and MP3 downloads. In addition to Racial Equality training the other Awareness raising topics include Homelessness Awareness, Disability Equality and Age Diversity contextualised for frontline workers in the Welsh/ UK Lifelong Learning sector.  

For further information and to access the serious games and wider etraining as free resources please visit http://equal.newport.ac.uk

 

Matt Chilcott and Nick Savage

Institute of Digital Learning, University of Wales, Newport

 

Apr 22, 2007

Esther: Enhanced Security Through Human Error Reduction

From Future-Making Serious Games

 
Cognitive Informatics investigates usability and training effectiveness of a game-based training application in the domain of cyber-security education. They conducted a usability evaluation and described cognitive principles that may be used as part of a systematic process to design more effective serious games as resources in education and training. 

 

 

Apr 05, 2007

A buddhist game to help teach ethics

Via Lothusinthemud

 

<B>Gara d'intelligenza e bontà d'animo<br>Il videogame si converte al buddismo</B>

 

Bangkok, Thailand -- Concerned about a news report of a boy attacking his mother because she refused to give him money to play online games, a senior officer at the Religious Affairs Department decided to create a game himself.

Ethics Game", created by Pakorn Tancharoen, director of the Moral and Ethical Development Office works by using a principled game to overcome decadent games.

.... He spent his after-work time at online-game arcades to observe what kinds of games attract children.

"Most of them were about killing," he said.

He then devised a game plot that includes four main characters: Dharmmahapanyo, an old respected monk; Charn, an orphaned boy who is mischievous but clever; Nu Na, a girl who is clever and kind-hearted; and Paloe, a big half-Chinese boy who was born into a rich family and likes to tease others, especially animals.

Pakorn said he had initially asked children to participate in designing physical images of the four characters because he wanted them to win kids' hearts.

The three kids have to follow the monk on a pilgrimage. There are many barriers they have to face during the journey. Only intelligence, goodness and morals help get them past the barriers.

Killing might be the aim in most popular games, but in "Ethics Game", hurting even an animal means you lose points.

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