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Archimage aitp presentation

  1. 1. Richard Buday, FAIA
  2. 2. Richard Buday, FAIA Serious Games
  3. 3. 27 years
  4. 4. 50 Awards 27 years
  5. 5. 50 Awards Websites Architecture Interiors Graphics Animation Television commercials Videogames
  7. 7. 27 years
  8. 8. 1973
  9. 9. 1973 Atari
  10. 10. 2011 $12 billion / year Videogame industry
  11. 11. Videogames RPG FPS MMOG ARG ETC
  12. 12. SeriousVideogames Entertain + Teach Train Change
  13. 13. SeriousVideogamesPacky and Marlon - Type 1 Diabetes Maintenance 1995 SNE Nintendo
  14. 14. SeriousVideogamesWii Nintendo
  15. 15. SeriousVideogamesWii Fit - Disease Prevention Nintendo
  16. 16. SeriousVideogamesBrain Age - Disease Prevention Sony
  17. 17. SeriousVideogamesDance Dance Revolution - Health promotion Konami
  18. 18. SeriousVideogamesDance Dance Revolution - Exergame Konami
  19. 19. SeriousVideogames Rock Star Games Bully - Social behavior change game
  20. 20. SeriousVideogamesTactical Iraqi - Troop training software stresses interaction, not fighting Epic Games
  21. 21. SeriousVideogamesAmerica’s Army - Recruitment United States Army
  22. 22. SeriousVideogamesAmerica’s Army - Training? United States Army
  23. 23. SeriousVideogamesPulse!! - A training tool for health care workers BreakAway Games,Texas A&M-Corpus Cristi
  24. 24. SeriousVideogamesRe-Mission - A videogame for young people with cancer Hope Labs
  25. 25. SeriousVideogamesRe-Mission - A videogame for young people with cancer Hope Labs
  26. 26. SeriousVideogames Amazing Food Detective - Nutrition Education Kaiser Permanente
  27. 27. SeriousVideogamesFatworld - Nutrition Education / Social Change Persuasive Games
  28. 28. Obesity is the leading cause of preventable death, exceeding tobacco.
  29. 29. 66% of Americans are overweight or obese.
  30. 30. Including children.
  31. 31. Combating childhood obesity...
  32. 32. now a national priority. Combating childhood obesity...
  33. 33. “Obesity is estimated to cause 112,000 deaths per year in the United States…” “… one-third of all children born in the year 2000 are expected to develop diabetes during their lifetime.” The current generation may even be on track to have a shorter lifespan than their parents.
  34. 34. Childhood obesity is estimated at $3 billion per year in direct medical costs. Healthcare
  35. 35. OBESITY | VOLUME 16 NUMBER 8 | AUGUST 2008 1809 nature publishing group ARTICLES BEHAVIOR AND PSYCHOLOGY Overweight Is Associated With Decreased 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. 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. 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 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. 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- term associations between overweight and a range of adverse health-related outcomes are well established and raise the level of importancefor understanding overweight as a major public health concernfor children and adolescents. Few studies have been speci cally designed and conducted to examine the asso- ciation between overweight and cognitive functioning (CF), possibly because of the general assumption that overweight or obesity per se is not a primary risk factor for poor cognitive performance, but merely predisposes or exacerbates other risk factors for cardiovascular diseases (2). Limited number of stud- ies have provided some evidence that increased body weight status per se is associated with lowered CF in men (2,3). It is less clear whether these ndingshold true for children because of inconsistent conclusion from previous studies. Li observed that among Chinese elementary school children, severely obese children had signi cantly lower intelligence quotient than the controls (4). Mo-suwan et al. found that an association between overweight status and poor school performance existed among ai children from grades 7 to 9 but not 3 to 6 (ref. 5). However, Datar et al. concluded that among American kindergartners, signi cant di erences in test scores by overweightstatus were explained by parental education and home environment rather than overweight status per se (6). ese inconsistent ndings may be related to the biosocial complexities of childhood over- weight, academic performance (AP), and CF. Parental factors, such as the provision of a stimulating home environment, play 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;2 Department of Medicine, Vanderbilt Epidemiology Center, Institute for Medicine and Public Health, Vanderbilt-Ingram Cancer Center, Vanderbilt School of Medicine, Vanderbilt University, Nashville, Tennessee, USA; 3 Clinical Research Center for Excellence, VA Tennessee Valley Health Care System, Nashville, Tennessee, USA; 4 Division of Allergy, Pulmonary, and Critical Care Medicine, Vanderbilt University, Nashville, Tennessee, USA; 5 Department of Psychiatry, Vanderbilt University, Nashville, Tennessee, USA; 6 Division of Health and Family Studies, Institute for Families in Society, University of South Carolina, South Carolina, USA. Correspondence: Jian Zhang ( Received 27 February 2007; accepted 22 September 2007; published online 12 June 2008. doi:10.1038/oby.2008.296 “Overweight is associated with decreased cognitive functioning among school-age children and adolescents” HealthcareSchools Academic achievement is the basis of school funding.
  36. 36. Billions have been spent trying improve children's diet and exercise behavior. HealthcareSchools Nothing has worked.
  37. 37. Healthcare & education as entertainment.
  38. 38. Intellectual property portfolio $22 million
  39. 39. Proving clinically effective.
  40. 40. RoleplayingVideo Games
  41. 41. Animated Feature Films
  42. 42. Casual Web Games
  43. 43. Children’s Websites
  44. 44. Family Websites
  45. 45. iPhone / iPad Apps
  46. 46. eBooks UIWindow 768 x 1024 UIWindow 768 x 1024
  47. 47. Books & Graphic Novels
  48. 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 U sual school health curricular and other behavior- change interventions targeted at children have had limited effectiveness.1,2 New channels are needed to reach children that offer promise of promot- ing substantial health-related behavior changes. One such new channel is the video game, since many children spend numerous hours playing them.3 Using video games to promote behavior change could capi- talize on the children’s pre-existing attention to and enjoyment of them. No review has appeared of health- related behavior-change video games. A common com- ponent of games is “story.”4 For those not familiar with games and stories, a simple glossary of terms appears in Table 1. This paper emphasizes the use of theory to enhance the possibilities for behavior change in the design and creation of stories and video games. The focus is on behavior change, because creating knowl- edge structures, while laudable in educational venues, is not sufficient to induce behavior change.5 What is a game? Children and adults have played games since prior to written history,6 suggesting that playing games meets enduring psychological needs.7 A game is a physical or mental contest with a goal or objective, played according to a framework, or rules, that determines what a player can and cannot do inside a game world.8 A video game is any game played on a digital device and encompasses a wide range of games played at arcades, over the Internet on personal com- puters, or on dedicated game consoles (e.g., Nintendo GameCube, Sony PlayStation, or Microsoft Xbox) or handheld units (e.g., Nintendo Game Boy, Sony PSP). Games are played primarily for entertainment or “fun,”9 but what constitutes “fun” is not well under- stood. Typical measures of enjoyment (or fun) have used synonyms of fun (e.g., enjoy, like, interested, pleasurable, energizing),10 which do not elucidate the concept. In one study, statements of what constituted fun while being physically active (e.g., playing with 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, personal communication). In another study, six factors of fun in action video games included: novelty and powerfulness, appealing presentation, interactivity, challenging, sense of control, and rewarding.11 Other aspects of a game that children likely find enjoyable are fantasy (e.g., imaginary characters, virtual worlds)12 and interactivity.13 Games satisfy the player’s needs for From the U.S. Department of Agriculture/ARS Children’s Nutrition Research Center, Baylor College of Medicine (T. Baranowski, Thompson, J. Baranowski); and Archimage, Inc. (Buday), Houston, Texas Address correspondence and reprint requests to: Tom Baranowski, PhD, Professor of Pediatrics (Behavioral Nutrition & Physical Activ- ity), Children’s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, 1100 Bates Street, Room 2038, Houston TX 77030-2600. E-mail: 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.2007.09.027 14 peer-reviewed journal articles 25 invited lectures at medical/scientific symposia 6 television reports
  50. 50. NIDDK NATIONAL INSTITUTE OF DIABETES AND DIGESTIVE AND KIDNEY DISEASES Increased fruit & vegetable consumption by a full serving a day
  51. 51. Intellectual property portfolio $22 million
  52. 52. Social Cognitive Theory Self-determination Theory Inoculation Theory Tailoring Theory Implementation Intention Theory Social Problem Solving Theory
  53. 53. Social Cognitive Theory Self-determination Theory Inoculation Theory Tailoring Theory Implementation Intention Theory Social Problem Solving Theory
  54. 54. 0 175 350 525 700 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 1/2 million unique visitors per year 148 countries
  55. 55. Google ranked #1
  56. 56. Referring Websites 2% 15% 8% 11% 65% Schools Other Health Media Government
  57. 57. Family Entertainment Education Healthcare
  58. 58. Family School Health Subscription platforms
  59. 59. 2011 $12 billion / year Videogame industry
  60. 60. 2011 $7 billion / year Edutainment market
  61. 61. 2011 Health care industry 17% GNP
  62. 62. Career? • No proven marketplace yet
  63. 63. Skills • Videogame enthusiast • Programmer (C,ActionScript, Coldfusion, PHP, Javascript) • 2d fine and computer arts • 3d modeling and animation • Film and audio production
  64. 64. Education • 2-year+ CG degree programs • Cross-overs & self-taught • 4-year+ art or IT degree programs • Game development graduate programs
  65. 65. Richard Buday, FAIA President 713.523.3425