Serious games & child helplines

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Possibilities, prejudices & examples of serious health games. The presentation of Frank Schalken starts with an introduction of the online counselling project of the Child Helpline International, facilitated by E-hulp.nl

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Serious games & child helplines

  1. 1. Serious games& child helplines frank.schalken@e-hulp.nl
  2. 2. About e-hulp.nl
  3. 3. Kindertelefoon
  4. 4. News
  5. 5. Thesis award online counselling
  6. 6. Manual online counselling
  7. 7. Linkedin-group
  8. 8. Network Online Hulp
  9. 9. Hulpmix.nl
  10. 10. Abortusverwerking.nl
  11. 11. Online counseling child helpline international frank.schalken@e-hulp.nl
  12. 12. CHI 1. Handbook online counselling 2. Training implementing online counselling 3. Training methodology 4. Modular website
  13. 13. Handbook
  14. 14. Day 1 1. Introduction to online counselling 2. Policy 3. Online forms of counselling 4. Finance 5. Organisational development and project management
  15. 15. Features • Less sensory perceptions (channel reduction) • Independent of time and place • Technical tools
  16. 16. Policy • Reasons • Ambitions • Target group • Goal • Basic assumptions
  17. 17. Online forms of counselling • Passive • Active • Interactive
  18. 18. Finance • Initial investment • Exploitation costs
  19. 19. Org. development & proj. mgt. • Project plan • Project risks • Project organisation • Create commitment • Feasibility study • Pilot
  20. 20. Day 2 •  Internal organisation •  Administration and registration •  Legal and ethical issues •  Technology •  Security
  21. 21. Internal organisation • General point of interest • Forum • Chat • E-mail
  22. 22. Legal & ethical issues Legal issues • Differences help via phone vs internet • Storage of data • Areas of legislation Ethical issues • Channel reduction • Anonymity Transparency
  23. 23. Administration & registration • General information, tips, advices & faq’s • Forum • Chat • E-mail • Search • Links
  24. 24. Technology • Reliability • Accessibility • Organising technology
  25. 25. Security • Damage • Chance of damage
  26. 26. Day 3 •  Writing for websites •  Design and construction •  Methodology •  Recruitment, selection, training and supporting counsellors •  Publicity
  27. 27. Design & constuction • Phase one: first impression • Phase two: introduction • Phase three: interaction
  28. 28. Methodology •  Chat •  E-mail •  Forum supervision
  29. 29. Recruitement and more • Recruitment and selection • Training • Support
  30. 30. Publicity • The name of the site • Communication plan • Launching the site • Publicity after launch
  31. 31. Methodology •  Chat •  E-mail •  Forum supervision
  32. 32. Chat •  The 5-phase model •  Specific chat skills
  33. 33. 5 phase model 1. Warm welcome 2. Clarify the question •  facts •  perception •  wishes •  relationship to the counsellor 3. Determine the goal of the session 4. Work out the goal 5. Closing the circle
  34. 34. Chat skills •  Listening •  Keep asking questions •  Summarising •  Support •  Work with moments of “silence” •  Chat language •  Feedback signals
  35. 35. E-mail 1. Read the question thoroughly 2. Deduce the question for support 3. Formulate an answer 4. Have a colleague check the e-mail 5. Send the e-mail
  36. 36. Forum supervision 1. Read the message thoroughly 2. Check the message to the guidelines 3. Judge a message 4. Take a decision 5. Follow up the decision
  37. 37. Modular site: test.chisites.org
  38. 38. Serious games
  39. 39. Game of the goose
  40. 40. Program "   What are serious games "   Prejudices "   Usability serious games "   Examples "   Experience!
  41. 41. What are serious games? "   A (computer) game with a serious purpose "   Combination of play, thing and act "   To inform "   To improve knowledge and skills Abt, Clark C. Serious Games. Viking Press, New York: 1970: 12.
  42. 42. Predujices "   Just for children "   Just for fun "   Expensive
  43. 43. Just for children? "   67% of 35-49 year olds "   52% of people aged 50+ "   Average more than 3h per week "   50+: more gaming than reading magazines "   Controller is disappearing TNS Nipo en Newzoo/Gamesindustry.com. National Gaming Research 2009.
  44. 44. Just for children?
  45. 45. Just for children?
  46. 46. Just for children?
  47. 47. Just for children?
  48. 48. Just for children?
  49. 49. Just for children?
  50. 50. Controller is disappearing
  51. 51. Just for fun? "   Since 1970 "   Not only tot pimp up your site "   Contributing your message "   All about context "   Must be playable
  52. 52. Just for fun?
  53. 53. Expensive? "   Use existing games "   Embed & translate
  54. 54. In health usable for "   Education & training "   Prevention "   Self-management "   Therapy
  55. 55. Education – habbo bus
  56. 56. Education – habbo bus
  57. 57. Education & training "   Tamagotchi (sold 28 mln times) "   People with disabilities "   Fertility "   Gaining experience
  58. 58. Education & training
  59. 59. Education & training "   Nano robot to attack cancer cells "   Types of patients, cancer, treatment, stages "   Survey of 375 children shows: •  Improved knowledge and recognition of illness •  Disciplined medication use •  More motivated for doctor visits •  Better judgement about quality of life Kato, P.M , et al. A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial Pediatrics 122(2008 ): 305-317
  60. 60. Reach out central
  61. 61. Prevention "   The Baby Game and Romance "   Increased knowledge -> behaviour •  Sexual behaviour and contraception •  Risk pregnancy •  Teen parenting •  Pregnancy cost and child care Paperny, D.M.,&Starn, J.R. Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics 83(1989):742-752
  62. 62. Prevention - Baby luv game
  63. 63. Prevention - Playnormous
  64. 64. Therapy
  65. 65. Therapy "   Pilot study elderly with sub syndromal depression "   Significant change: •  Reduced depressive symptoms •  Improved cognitive performance •  Higher compliance •  Improved mental health Jeste, Dilip V. M.D. "Exergames for Subsyndromal Depression in Older Adults: A Pilot Study of a Novel Intervention" American Journal of Geriatric Psychiatry vol. 18, issue 3 (2010): 221-226
  66. 66. Therapy
  67. 67. Player learns to "   Assume realistic roles "   Find out what the problem is "   Device strategies "   Make decisions "   Quick feedback on consequences of actions
  68. 68. That is why to use games "   Effective tools for learning: •  Motivating •  Explain concepts and facts •  Realistic experience without danger •  Real problems
  69. 69. That is why to use games “One does not have to be Shakespeare to understand his plays, but acting in the plays can yield a more vivid and lasting view of Shakespeare than would a teacher's reading of the plays to a class.”
  70. 70. Avert.org/games.htm
  71. 71. Playnormous.com
  72. 72. Povertyisnotagame.com
  73. 73. Reachoutcentral.com
  74. 74. Earthquake in Zipland
  75. 75. More information? "   Healthgamers.com/health-games

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