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  • 1. Richard Buday, FAIA
  • 2. Richard Buday, FAIA Serious Games
  • 3. 27 years
  • 4. 27 years50 Awards
  • 5. Websites Architecture Interiors Graphics AnimationTelevision commercials Videogames 50 Awards
  • 7. 27 years
  • 8. 1973
  • 9. 1973 Atari
  • 10. 2011 $12 billion / yearVideogame industry
  • 11. Videogames RPG FPS MMOG ARG ETC
  • 12. Serious Videogames Entertain + Teach Train Change
  • 13. Serious Videogames Packy and Marlon - Type 1 Diabetes Maintenance 1995 SNE Nintendo
  • 14. Serious Videogames Wii Nintendo
  • 15. Serious Videogames Wii Fit - Disease Prevention Nintendo
  • 16. Serious Videogames Brain Age - Disease Prevention Sony
  • 17. Serious Videogames Dance Dance Revolution - Health promotion Konami
  • 18. Serious Videogames Dance Dance Revolution - Exergame Konami
  • 19. Serious Videogames Bully - Social behavior change game Rock Star Games
  • 20. Serious VideogamesTactical Iraqi - Troop training software stresses interaction, not fighting Epic Games
  • 21. Serious Videogames America’s Army - Recruitment United States Army
  • 22. Serious Videogames America’s Army - Training? United States Army
  • 23. Serious Videogames Pulse!! - A training tool for health care workers BreakAway Games, Texas A&M-Corpus Cristi
  • 24. Serious Videogames Re-Mission - A videogame for young people with cancer Hope Labs
  • 25. Serious Videogames Re-Mission - A videogame for young people with cancer Hope Labs
  • 26. Serious Videogames Amazing Food Detective - Nutrition Education Kaiser Permanente
  • 27. Serious Videogames Fatworld - Nutrition Education / Social Change Persuasive Games
  • 28. Obesity is the leading cause of preventable death, exceeding tobacco.
  • 29. 66% of Americans are overweight or obese.
  • 30. Including children.
  • 31. Combating childhood obesity...
  • 32. Combating childhood obesity... ...is now a national priority.
  • 33. “Obesity is estimated to cause 112,000deaths per year in the United States…”“… one-third of all children born in theyear 2000 are expected to develop diabetesduring their lifetime.”The current generation may even be ontrack to have a shorter lifespan than theirparents.
  • 34. HealthcareChildhood obesity is estimated at $3 billion per year in direct medical costs.
  • 35. nature publishing group ARTICLES BEHAVIOR AND PSYCHOLOGYSchools Overweight Is Associated With Decreased Healthcare Cognitive Functioning Among School-age Children and Adolescents Yanfeng Li1, Qi Dai2, James C. Jackson3–5 and Jian Zhang1,6 Objective: Childhood overweight and obesity have increased substantially in the past two decades, raising concerns about their psychosocial and cognitive consequences. We examined the associations between academic performance (AP), cognitive functioning (CF), and increased BMI in a nationally representative sample of children. “Overweight is associated Methods and Procedures: Participants were 2,519 children aged 8–16 years, who completed a brief neuropsychological battery and measures of height and weight as a part of the Third National Health and Nutrition Examination Survey, a cross-sectional survey conducted between 1988 and 1994. Z-scores were calculated for each neuropsychological test, and poor performance was defined as z-score <2. with decreased Results: The association between BMI and AP was not significant after adjusting for parental/familial characteristics. However, the associations between CF remained significant after adjusting for parental/familial characteristic, sports participation, physical activity, hours spent watching TV, psychosocial development, blood pressure, and serum lipid profile. Z-scores on block design (a measure of visuospatial organization and general mental ability) among overweight cognitive functioning children and children at risk of overweight were below those of normal-weight children by 0.22 (s.e. = 0.16) and 0.10 (s.e. = 0.10) unit, respectively (P for trend <0.05). The odds of poor performance on block design were 1.97 (95% confidence interval: 1.01–3.83) and 2.80 (1.16–6.75), respectively, among children at risk or overweight compared to normal-weight peers. among school-age children Discussion: Increased body weight is independently associated with decreased visuospatial organization and general mental ability among children. Future research is needed to determine the nature, persistence, and functional significance of this association. Obesity (2008) 16, 1809–1815. doi:10.1038/oby.2008.296 INTRODUCTION e prevalence and severity of overweight is increasing dra- matically in children and adolescents (1). e short- and long- and adolescents” less clear whether these ndings hold true for children because of inconsistent conclusion from previous studies. Li observed that among Chinese elementary school children, severely obese term associations between overweight and a range of adverse children had signi cantly lower intelligence quotient than the health-related outcomes are well established and raise the level controls (4). Mo-suwan et al. found that an association between of importance for understanding overweight as a major public overweight status and poor school performance existed among health concern for children and adolescents. Few studies have ai children from grades 7 to 9 but not 3 to 6 (ref. 5). However, been speci cally designed and conducted to examine the asso- Datar et al. concluded that among American kindergartners, ciation between overweight and cognitive functioning (CF), signi cant di erences in test scores by overweight status were possibly because of the general assumption that overweight or explained by parental education and home environment rather obesity per se is not a primary risk factor for poor cognitive than overweight status per se (6). ese inconsistent ndings performance, but merely predisposes or exacerbates other risk may be related to the biosocial complexities of childhood over- factors for cardiovascular diseases (2). Limited number of stud- weight, academic performance (AP), and CF. Parental factors, ies have provided some evidence that increased body weight such as the provision of a stimulating home environment, play status per se is associated with lowered CF in men (2,3). It is critical roles in the development of overweight, less satisfactory 1 Department of Epidemiology and Biostatistics, the Arnold School of Public Health, University of South Carolina, South Carolina, USA; 2Department of Medicine, Vanderbilt Epidemiology Center, Institute for Medicine and Public Health, Vanderbilt-Ingram Cancer Center, Vanderbilt School of Medicine, Vanderbilt University, Nashville, Tennessee, USA; 3Clinical Research Center for Excellence, VA Tennessee Valley Health Care System, Nashville, Tennessee, USA; 4Division of Allergy, Pulmonary, and Critical Care Medicine, Vanderbilt University, Nashville, Tennessee, USA; 5Department of Psychiatry, Vanderbilt University, Nashville, Tennessee, USA; 6Division of Health and Family Studies, Institute for Families in Society, University of South Carolina, South Carolina, USA. Correspondence: Jian Zhang (JZHANG4@cdc.gov) Received 27 February 2007; accepted 22 September 2007; published online 12 June 2008. doi:10.1038/oby.2008.296 OBESITY | VOLUME 16 NUMBER 8 | AUGUST 2008 1809 Academic achievement is the basis of school funding.
  • 36. Schools Healthcare Billions have been spent trying improve childrens diet and exercise behavior. Nothing has worked.
  • 37. Healthcare & education as entertainment.
  • 38. $22 millionIntellectual property portfolio
  • 39. Proving clinically effective.
  • 40. Roleplaying Video Games
  • 41. Animated Feature Films
  • 42. Casual Web Games
  • 43. Children’s Websites
  • 44. Family Websites
  • 45. iPhone / iPad Apps
  • 46. eBooksUIWindow UIWindow768 x 1024 768 x 1024
  • 47. Books & Graphic Novels
  • 48. Review and Special Articles Playing for Real Video Games and Stories for Health-Related Behavior Change Tom Baranowski, PhD, Richard Buday, FAIA, Debbe I. Thompson, PhD, Janice Baranowski, MPH Background: Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Method: Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results: Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities. Conclusions: Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. (Am J Prev Med 2008;34(1):74 – 82) © 2008 American Journal of Preventive Medicine Background What is a game? Children and adults have played U games since prior to written history,6 suggesting that sual school health curricular and other behavior- playing games meets enduring psychological needs.7 A change interventions targeted at children have game is a physical or mental contest with a goal or had limited effectiveness.1,2 New channels are objective, played according to a framework, or rules, needed to reach children that offer promise of promot- that determines what a player can and cannot do inside ing substantial health-related behavior changes. One a game world.8 A video game is any game played on a such new channel is the video game, since many digital device and encompasses a wide range of games children spend numerous hours playing them.3 Using played at arcades, over the Internet on personal com- video games to promote behavior change could capi- puters, or on dedicated game consoles (e.g., Nintendo talize on the children’s pre-existing attention to and GameCube, Sony PlayStation, or Microsoft Xbox) or enjoyment of them. No review has appeared of health- handheld units (e.g., Nintendo Game Boy, Sony PSP). related behavior-change video games. A common com- Games are played primarily for entertainment or ponent of games is “story.”4 For those not familiar with games and stories, a simple glossary of terms appears in “fun,”9 but what constitutes “fun” is not well under- Table 1. This paper emphasizes the use of theory to stood. Typical measures of enjoyment (or fun) have enhance the possibilities for behavior change in the used synonyms of fun (e.g., enjoy, like, interested, design and creation of stories and video games. The pleasurable, energizing),10 which do not elucidate the focus is on behavior change, because creating knowl- concept. In one study, statements of what constituted edge structures, while laudable in educational venues, fun while being physically active (e.g., playing with is not sufficient to induce behavior change.5 friends, talking with friends, doing something daring, being really good at something) did not lead to sepa- rate factors in a principal components analysis (R. Jago, From the U.S. Department of Agriculture/ARS Children’s Nutrition personal communication). In another study, six factors Research Center, Baylor College of Medicine (T. Baranowski, of fun in action video games included: novelty and Thompson, J. Baranowski); and Archimage, Inc. (Buday), Houston, Texas powerfulness, appealing presentation, interactivity, Address correspondence and reprint requests to: Tom Baranowski, challenging, sense of control, and rewarding.11 Other PhD, Professor of Pediatrics (Behavioral Nutrition & Physical Activ- aspects of a game that children likely find enjoyable are ity), Children’s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, 1100 Bates Street, Room 2038, Houston fantasy (e.g., imaginary characters, virtual worlds)12 TX 77030-2600. E-mail: tbaranow@bcm.tmc.edu. and interactivity.13 Games satisfy the player’s needs for 74 Am J Prev Med 2008;34(1) 0749-3797/08/$–see front matter © 2008 American Journal of Preventive Medicine • Published by Elsevier Inc. doi:10.1016/j.amepre.2007.09.02714 peer-reviewed 6 television reports journal articles 25 invited lectures at medical/scientific symposia
  • 50. Increased fruit & vegetable consumption by a full serving a day NIDDK NATIONAL INSTITUTE OF DIABETES AND DIGESTIVE AND KIDNEY DISEASES
  • 51. $22 millionIntellectual property portfolio
  • 52. Social Cognitive Theory Social Problem Tailoring Theory Solving Theory Implementation Inoculation TheoryIntention Theory Self-determination Theory
  • 53. Social Cognitive Theory Social Problem Tailoring Theory Solving Theory Implementation Inoculation TheoryIntention Theory Self-determination Theory
  • 54. 700 1/2 million unique visitors per year 148 countries525350175 0 May-08 May-08 Jun-08 Jul-08 Aug-08 Sep-08 Oct-08 Nov-08 Dec-08 Jan-09 Dec-09 Jan-10 Feb-10 Mar-10 Apr-10
  • 55. Google ranked #1
  • 56. Referring Websites 2% 15% 8% 11% 65%Schools Other Health Media Government
  • 57. Family EntertainmentEducation Healthcare
  • 58. Family School Health Subscription platforms
  • 59. 2011 $12 billion / yearVideogame industry
  • 60. 2011 $7 billion / yearEdutainment market
  • 61. 2011Health care industry 17% GNP
  • 62. Career?• No proven marketplace yet
  • 63. Skills• Videogame enthusiast• Programmer (C, ActionScript, Coldfusion, PHP, Javascript)• 2d fine and computer arts• 3d modeling and animation• Film and audio production
  • 64. Education• 2-year+ CG degree programs• Cross-overs & self-taught• 4-year+ art or IT degree programs• Game development graduate programs
  • 65. Richard Buday, FAIA PresidentRBuday@Playnormous.com 713.523.3425