Games for health 2012

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Games for health 2012

  1. 1. Games, Brains, and Positive Motivation: How Games Drive Healthy Behavior Ellen LaPointe HopeLab | Vice President, Strategic Partnerships elapointe@hopelab.org
  2. 2. A nonprofit R&D organization thatharnesses the power and appeal oftechnology to improve kids’ health 2
  3. 3. our model research innovation customer input 3
  4. 4. HOPELAB’S APPROACHRATIONAL ENGINEERING Identify behavioral targets Determine underlying psychology Develop fun, effective game play scenarios to address targeted behaviorsTate R, Haritatos J, Cole S. HopeLab’s approach to Re-Mission. IJLM 2009; 10.1162/ijlm.2009.0003. 4
  5. 5. re-mission • 20 levels • 7 cancer types • Objectives: kill cells, manage side-effects and complications • Weapons: chemo, radiation, antibiotics, stool softener 5
  6. 6. PEDIATRICS AUGUST 2008 RE-MISSION WORKS• Improved treatment adherence - 16% increase in antibiotic doses - Blood chemo levels 20% higher• Improved cancer knowledge• Greater self-efficacy Increased belief in ability to control/cope with cancer 6
  7. 7. identifying mechanisms of action Knowledge and learning are only part of the story 7
  8. 8. identifying mechanisms of action ? Treatment adherence 8 8
  9. 9. Re-Mission Works – But How?identifying mechanisms of action Treatment Knowledge adherence 9 9
  10. 10. Re-Mission Works – But How?identifying mechanisms of action Emotion/ Motivation Treatment adherence Knowledge Re-Mission Attitudes Study Jennifer Aaker, Ph.D., Stanford University 10 10
  11. 11. identifying mechanisms of action How does videogame play influence real-life behavior? ? Interactivity and Reward-Related Neural Activation During a Serious Videogame Brian Knutson, Ph.D., Stanford University http://dx.plos.org/10.1371/journal.pone.0033909. 11 11
  12. 12. identifying the mechanisms of action in Re-Mission 10 min fMRI T2* Rest Rest Rest Rest Rest Rest Rest Play Rest 12
  13. 13. identifying mechanisms of action Interactive play Passive exposure Caudate Caudate Thalamus Thalamus Hippocampus Hippocampus 13 13
  14. 14. identifying mechanisms of action the mechanisms of action in Re-Mission Results • Game-based interventions can be powerful tools for activating health-supportive behaviors • Psychological outcomes (knowledge, self-efficacy) • Treatment-related behavior (chemo / antibiotic adherence) • Interactive game-play has wide impact on the brain • Learning / knowledge • Motivation / emotion • Hippocampal activation may play a role in generalizing in- Interactivity and Reward-Related Neural Activation game experience to real-life behavior During a Serious Videogame Implications Brian Knutson, Ph.D., Stanford University http://dx.plos.org/10.1371/journal.pone.0033909. • Psychological “recipe” for game-based behavior change • Neural biomarkers for optimizing interventions 14 14
  15. 15. “deconstructing” re-mission 15
  16. 16. 16 16
  17. 17. 17 17
  18. 18. -mission 2 A SUITE OF MINI-GAMES THAT … • Meets players where they are • Amplifies “levers” for positive health behaviors • Leverages “rational engineering” approachSupported in part by: 18
  19. 19. re-mission 2 BUILDS ON PROVEN CONCEPTS TO SUPPORT SELF-EFFICACY: • Start easy – make the games accessible to everyone • Create early success. Celebrate it! • Gradually introduce challenges that are tough but surmountable • Give players access to new weapons/powers as they gain mastery and difficulty increases Supported in part by: 19
  20. 20. re-mission 2 20
  21. 21. re-mission 2 21
  22. 22. re-mission 2 22
  23. 23. re-mission 2 23
  24. 24. re-mission 2 24
  25. 25. re-mission 2 Coming in early 2013! Supported in part by: 25
  26. 26. 26

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