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Serious games : games for health Dr Andrew Campbell


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Serious games : games for health Dr Andrew Campbell

  1. 1. Serious Games Games for Health Dr Andrew Campbell [email_address] Prepared by Dr Andrew Campbell – Faculty of Health Sciences ©2011
  2. 2. Games for Health <ul><li>This talk will cover: </li></ul><ul><li>Provide a history on gaming: particularly the advent of ‘serious games’ and simulations for education and health management. </li></ul><ul><li>Demonstrate existing games development for such health areas as pain management, nutrition, mental health and neurological disorders. </li></ul><ul><li>Outline the challenges these games face in both development and implementation through reviewing existing projects. </li></ul><ul><li>Conclude with a projection of the future of serious games for health. </li></ul><ul><li>Games for Health </li></ul>
  3. 3. Game Theory <ul><li>Obviously – there must be an aspect of fun! </li></ul><ul><li>What other aspects attract and compel people to play games? [Think of all sorts of games, be they sport, board games, card games, computer games etc!] </li></ul><ul><li>There are 3 main facets to making a good game: 1. Control 2. Mastery 3. Flow </li></ul><ul><li>Games improve learning and memory! </li></ul><ul><li>Why do people play games? </li></ul>
  4. 4. History of Electronic/Computer Games <ul><li>“ Pong” (1977) – was NOT the first computer game, but it was the first at home for private use game. Principle was based on tennis. </li></ul><ul><li>The advent of computer games in the home led to genre defining games, such as: - First Person Shooters (FPS) - Real Time Strategy (e.g. Populous) - Role Playing Games (e.g. Adventure Games) </li></ul><ul><li>The Evolution of Computer Games – The 70’s </li></ul>
  5. 5. History of Electronic/Computer Games <ul><li>The mid 80’s saw new demand for games: 1. Edu-gaming 2. Arcades (Graphics demand) vs. Home Console 3. Game Tournaments </li></ul><ul><li>The Evolution of Computer Games – The 80’s </li></ul>
  6. 6. History of Electronic/Computer Games <ul><li>The Games Industry Exploded in the 1990s!! </li></ul><ul><li>Personal Computer Games </li></ul><ul><li>Game Dedicated Consoles </li></ul><ul><li>Hand Held Consoles </li></ul><ul><li>Online Gaming! </li></ul><ul><li>Evolution of Computer Games – The 90’s </li></ul>
  7. 7. History of Electronic/Computer Games <ul><li>The new Century brought: </li></ul><ul><li>Online Gaming Communities (e.g. Massive Multiplayer Role Playing Games) </li></ul><ul><li>Casual Gaming </li></ul><ul><li>Mobile Gaming </li></ul><ul><li>Gaming & Social Networking </li></ul><ul><li>Unheralded Graphics & Story Line </li></ul><ul><li>Edu-Gaming Industry </li></ul><ul><li>Serious Games Industry! </li></ul><ul><li>Evolution of Computer Games – The new Millennia </li></ul>
  8. 8. Serious Games <ul><li>A Serious Game is: </li></ul><ul><li>A game based activity that leads the user to obtain: - New knowledge on a serious topic - Lead to positive changes in behaviour </li></ul><ul><li>Research and Development of Serious games are predominantly routed in the history of Edu-Gaming. </li></ul><ul><li>The ultimate goal of a serious game is to: - Be as engaging as a main-stream leisure game - Lead to new skill set development or individual knowledge development - To promote reinforcement of new behaviour past the point of game play </li></ul><ul><li>What is a Serious Game? </li></ul>
  9. 9. Examples of Serious Games for Health <ul><li>Exer-gaming </li></ul><ul><li>The Wii is the leading home Exer-gaming platform in the world at present – Thought the Kinect is fast growing in popularity. </li></ul><ul><li>Health organisations in Australia, USA and UK see it as more effective than advertising to the public to take up exercise! </li></ul><ul><li>Problems with Wii & Kinect: - Types of exercises are limited - Not suitable for all ages, especially very elderly - Outcome measurement and Cost </li></ul><ul><li>Serious Games for Health </li></ul>
  10. 10. Examples of Serious Games for Health <ul><li>Virtual Reality Serious Games for Pain Management: - Snow World (2008) </li></ul><ul><li>Game has proven to be very effective in reducing pain in burns victims </li></ul><ul><li>Used during and after treatment </li></ul><ul><li>Has been evidence-based through MRI studies in 2010 </li></ul><ul><li> </li></ul><ul><li>Problems: - In hospital use only at present. Home Virtual Reality systems still expensive. - Repeated means may lead to decline in therapy outcome over time. </li></ul><ul><li>Serious Games for Health </li></ul>
  11. 11. Examples of Serious Games for Mental Health <ul><li>Games for Mental Health: - ReachOut Central! (aka ROC) & Second Life </li></ul><ul><li>These modalities claim to assist youth aged 12-25 with depression, anxiety and social fearfulness. </li></ul><ul><li>ROC is set in a ‘soap opera’ setting with you being the central character learning how to adjust to a serious of social problems most youth are often faced with. </li></ul><ul><li> </li></ul><ul><li>Second Life is a Virtual World that does have virtual therapists (!?) </li></ul><ul><li>Serious Games for Mental Health </li></ul>
  12. 12. Biofeedback Games <ul><li>“ Journey to the Wild Divine” (Biofeedback gaming for ADHD – Amon & Campbell, 2008) </li></ul><ul><li>Scientifically tested over 4 years at Sydney University with ADHD children. - Found to increase attention - Improve memory recall - Promote self-calming - Translate to behaviour improvement without the game being played! </li></ul><ul><li>As seen on the 7:30 Report – June, 2008 </li></ul><ul><li>Biofeedback Games have been found to increase learning and attention. </li></ul>
  13. 13. Examples of Serious Games for Health <ul><li>Games for Cancer Kids: </li></ul><ul><li>Re-Mission (2006) by HopeLabs </li></ul><ul><li>Aims to reduce fear and give empowerment to kids undergoing Cancer Treatment. </li></ul><ul><li>Study in 2006 found the game did more than empower kids! </li></ul><ul><li> </li></ul><ul><li>Problem: - Medical Trial Testing </li></ul><ul><li>Serious Games for Health </li></ul>
  14. 14. Developing a Serious Game for Libraries <ul><li>1. Take a few minutes to determine: - A Library Issue/topic you wish to educate people about, or change the behaviour in a person towards accessing and attending libraries. </li></ul><ul><li>2. Describe in 20 words or less the game concept, its goal, how it’s played, where it’s played, etc? </li></ul><ul><li>3. Think about how you would test the game to make sure it captures the 'players' you want? </li></ul><ul><li>If we have time, I would be happy to talk with you about how to make inexpensive games for your libraries – Tip: Look into casual game creation on social network sites! </li></ul><ul><li>Exercise: Developing Game Concepts for Libraries </li></ul>
  15. 15. Challenges in Popular Game Production <ul><li>Professional Game development, in general, takes more than 12 – 18 months. </li></ul><ul><li>It is expensive for the leisure market and could be even more costly for the serious games market – why – because we need to know the game will return it's investment. </li></ul><ul><li>For Health, there are Ethical Considerations: </li></ul><ul><li>Intrusiveness into peoples problems </li></ul><ul><li>Health Information Sharing and Record Security </li></ul><ul><li>Crisis Management </li></ul><ul><li>Business Ethics: Who has the Intellectual Property? </li></ul><ul><li>What other issues about game development and delivery in libraries might need to be considered? </li></ul><ul><li>Considerations for Serious Games </li></ul>
  16. 16. Facts and Figures <ul><li>According to a study in 2009 by Bond University, 68% of Australian’s play computer games of some sort. </li></ul><ul><li>The games industry is expected to yield an annual income of 500 Billion in 2011. </li></ul><ul><li>Serious Games are the next sector of the games industry to grow in profitability by 120 billion dollars by 2012. </li></ul><ul><li>Serious Games are likely to be pioneered by the Asian market. </li></ul><ul><li>What we know about the growth of games </li></ul>
  17. 17. <ul><li> </li></ul><ul><li> </li></ul><ul><li> </li></ul><ul><li> </li></ul><ul><li>What’s Coming in the next 5 years </li></ul>
  18. 18. Conclusion <ul><li>Serious Games are growing and all industry sectors are taking part: - Business - Technology - Education - Health - Hospitality - Environmental - Government & Defence </li></ul><ul><li>Games promote inquiry </li></ul><ul><li>Games promote learning </li></ul><ul><li>Games promote social connections </li></ul><ul><li>Games are fun!  </li></ul><ul><li>Games to promote engagement! </li></ul>