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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, …

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

Published in: Health & Medicine

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  • 1. Serious games& child helplines frank.schalken@e-hulp.nl
  • 2. About e-hulp.nl
  • 3. Kindertelefoon
  • 4. News
  • 5. Thesis award online counselling
  • 6. Manual online counselling
  • 7. Linkedin-group
  • 8. Network Online Hulp
  • 9. Hulpmix.nl
  • 10. Abortusverwerking.nl
  • 11. Online counseling child helpline international frank.schalken@e-hulp.nl
  • 12. CHI 1. Handbook online counselling 2. Training implementing online counselling 3. Training methodology 4. Modular website
  • 13. Handbook
  • 14. Day 1 1. Introduction to online counselling 2. Policy 3. Online forms of counselling 4. Finance 5. Organisational development and project management
  • 15. Features • Less sensory perceptions (channel reduction) • Independent of time and place • Technical tools
  • 16. Policy • Reasons • Ambitions • Target group • Goal • Basic assumptions
  • 17. Online forms of counselling • Passive • Active • Interactive
  • 18. Finance • Initial investment • Exploitation costs
  • 19. Org. development & proj. mgt. • Project plan • Project risks • Project organisation • Create commitment • Feasibility study • Pilot
  • 20. Day 2 •  Internal organisation •  Administration and registration •  Legal and ethical issues •  Technology •  Security
  • 21. Internal organisation • General point of interest • Forum • Chat • E-mail
  • 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. Administration & registration • General information, tips, advices & faq’s • Forum • Chat • E-mail • Search • Links
  • 24. Technology • Reliability • Accessibility • Organising technology
  • 25. Security • Damage • Chance of damage
  • 26. Day 3 •  Writing for websites •  Design and construction •  Methodology •  Recruitment, selection, training and supporting counsellors •  Publicity
  • 27. Design & constuction • Phase one: first impression • Phase two: introduction • Phase three: interaction
  • 28. Methodology •  Chat •  E-mail •  Forum supervision
  • 29. Recruitement and more • Recruitment and selection • Training • Support
  • 30. Publicity • The name of the site • Communication plan • Launching the site • Publicity after launch
  • 31. Methodology •  Chat •  E-mail •  Forum supervision
  • 32. Chat •  The 5-phase model •  Specific chat skills
  • 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. Chat skills •  Listening •  Keep asking questions •  Summarising •  Support •  Work with moments of “silence” •  Chat language •  Feedback signals
  • 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. 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. Modular site: test.chisites.org
  • 38. Serious games
  • 39. Game of the goose
  • 40. Program "   What are serious games "   Prejudices "   Usability serious games "   Examples "   Experience!
  • 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. Predujices "   Just for children "   Just for fun "   Expensive
  • 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. Just for children?
  • 45. Just for children?
  • 46. Just for children?
  • 47. Just for children?
  • 48. Just for children?
  • 49. Just for children?
  • 50. Controller is disappearing
  • 51. Just for fun? "   Since 1970 "   Not only tot pimp up your site "   Contributing your message "   All about context "   Must be playable
  • 52. Just for fun?
  • 53. Expensive? "   Use existing games "   Embed & translate
  • 54. In health usable for "   Education & training "   Prevention "   Self-management "   Therapy
  • 55. Education – habbo bus
  • 56. Education – habbo bus
  • 57. Education & training "   Tamagotchi (sold 28 mln times) "   People with disabilities "   Fertility "   Gaining experience
  • 58. Education & training
  • 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. Reach out central
  • 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. Prevention - Baby luv game
  • 63. Prevention - Playnormous
  • 64. Therapy
  • 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. Therapy
  • 67. Player learns to "   Assume realistic roles "   Find out what the problem is "   Device strategies "   Make decisions "   Quick feedback on consequences of actions
  • 68. That is why to use games "   Effective tools for learning: •  Motivating •  Explain concepts and facts •  Realistic experience without danger •  Real problems
  • 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. Avert.org/games.htm
  • 71. Playnormous.com
  • 72. Povertyisnotagame.com
  • 73. Reachoutcentral.com
  • 74. Earthquake in Zipland
  • 75. More information? "   Healthgamers.com/health-games