This document summarizes a presentation on current research into games for managing chronic conditions. It identifies several chronic conditions for which games have been developed, including diabetes, asthma, HIV/AIDS, and various others. It then analyzes patterns in game designs, grouping games into genres like knowledge games, self-management skill games, and simulation games. It discusses common game elements like characters, settings, and intended outcomes. Examples of existing games are provided, such as The Diabetic Dog for diabetes and Bronkie the Bronchiasaurus for asthma. Research on games like Re-Mission is also mentioned. The presentation aims to identify innovations and new ideas in designing games for chronic disease self-management.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
Narrative and Nurturing study, Lieberman, Games for Health 5-9-08Debra Lieberman
Presents posttest-only preliminary findings from an experiment comparing three versions of a health game with high versus low amounts of dramatic narrative. It contrasts high narrative versions of the game with a low narrative version that puts more focus on game-play challenges instead of story line.
Games for Health: Past, Present, and Future?Alan Au
This 5 minute talk is not meant to be a comprehensive review. Instead, it is an exploration of how technological trends influence the way we combine play with health-related content.
This presentation from the 7th Annual Games for Health Conference details some evolved thinking of possible ways to target the space for advancement with a series of specific games on large-scale health topics.
The Power of Play: Future Directions, 1-12-11Debra Lieberman
Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
A Short Presentation about the opportunity and current landscape for games about walking given at Out & About III: Mobile Serious Games, a Games for Health Pre-Conference held on June 12, 2012.
This talk, delivered at the Høgskolen i Bergen (Bergen College) in Norway in October 2014. It covers some recent games and deconstructs potential AI techniques that could* be used by these games to achieve this.
* Note that the author has no knowledge of the internals of these games and this is broadly educated speculation.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
Designing Games to Improve Health Behaviors: Evidence-based Principles and St...Debra Lieberman
This talk discusses evidence-based game design strategies that can be integrated into health games to help make them more engaging, motivating, and efffective at supporting health behavior change.
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
This set of slides was presented at the Games for Health Conference in Baltimore MD, 2008. Food Fury is a game to teach kids about nutrition. http://www.playnormous.com/game_foodfury.cfm
Growth in organizations is hard. Individuals, teams, and organizations can increase transparency and finish fast by thinking in fractals and building strong agreements.
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
This is an overview of game accessibility and K-12 issues related to health education and the use of games. The slides contain links to resources, often in the notes section. If you download these slides, please mention me as your source, and keep the links and citations.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
How Long do Children Play Wii Active Video
Games: An Experiment
Presented at 2011 Games for Health Conference by Tom Baranowski, PhD Professor of Pediatrics (Behavioral Nutrition & PA) USDA/ARS Children’s Nutrition Research Center Baylor College of Medicine Houston, Texas, 77030, USA
A Short Presentation about the opportunity and current landscape for games about walking given at Out & About III: Mobile Serious Games, a Games for Health Pre-Conference held on June 12, 2012.
This talk, delivered at the Høgskolen i Bergen (Bergen College) in Norway in October 2014. It covers some recent games and deconstructs potential AI techniques that could* be used by these games to achieve this.
* Note that the author has no knowledge of the internals of these games and this is broadly educated speculation.
Health Games & Mobile Adventure Walks presentation at BerkeleyJulie Price
Health Gaming Presentation at the Kaiser Permanente-EdgeOnCollege Healthcare Innovation Technology Series at Berkeley. Presented health games and the process to design and build Mobile Adventure Walks, a free iPhone game that makes walking fun.
Designing Games to Improve Health Behaviors: Evidence-based Principles and St...Debra Lieberman
This talk discusses evidence-based game design strategies that can be integrated into health games to help make them more engaging, motivating, and efffective at supporting health behavior change.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
How to design inner play in a study narrative? Eva Den Heijer
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSITÉ DU QUÉBEC À MONTRÉAL /UNIVERSITY OF QUEBEC IN MONTREAL
Morning After Dreams of Video Game Play versus Meditation/Prayerjgackenb
Swanston, D. & Gackenbach, J.I. (2011, June). Morning After Dreams of Video Game Play versus Meditation/Prayer. Paper presented at the annual meeting of the International Association for the Study of Dreams, The Netherlands.
Presentation of concept for an augmented-reality mobile game to alleviate phobias and induce relaxation. Done by Danny Fain as a project in 2013 as part of MSU online course "Foundations of Serious Games".
Similar to Current Research on Games for Managing Chronic Conditions, Lieberman, 6-13-12 (8)
DISSERTATION on NEW DRUG DISCOVERY AND DEVELOPMENT STAGES OF DRUG DISCOVERYNEHA GUPTA
The process of drug discovery and development is a complex and multi-step endeavor aimed at bringing new pharmaceutical drugs to market. It begins with identifying and validating a biological target, such as a protein, gene, or RNA, that is associated with a disease. This step involves understanding the target's role in the disease and confirming that modulating it can have therapeutic effects. The next stage, hit identification, employs high-throughput screening (HTS) and other methods to find compounds that interact with the target. Computational techniques may also be used to identify potential hits from large compound libraries.
Following hit identification, the hits are optimized to improve their efficacy, selectivity, and pharmacokinetic properties, resulting in lead compounds. These leads undergo further refinement to enhance their potency, reduce toxicity, and improve drug-like characteristics, creating drug candidates suitable for preclinical testing. In the preclinical development phase, drug candidates are tested in vitro (in cell cultures) and in vivo (in animal models) to evaluate their safety, efficacy, pharmacokinetics, and pharmacodynamics. Toxicology studies are conducted to assess potential risks.
Before clinical trials can begin, an Investigational New Drug (IND) application must be submitted to regulatory authorities. This application includes data from preclinical studies and plans for clinical trials. Clinical development involves human trials in three phases: Phase I tests the drug's safety and dosage in a small group of healthy volunteers, Phase II assesses the drug's efficacy and side effects in a larger group of patients with the target disease, and Phase III confirms the drug's efficacy and monitors adverse reactions in a large population, often compared to existing treatments.
After successful clinical trials, a New Drug Application (NDA) is submitted to regulatory authorities for approval, including all data from preclinical and clinical studies, as well as proposed labeling and manufacturing information. Regulatory authorities then review the NDA to ensure the drug is safe, effective, and of high quality, potentially requiring additional studies. Finally, after a drug is approved and marketed, it undergoes post-marketing surveillance, which includes continuous monitoring for long-term safety and effectiveness, pharmacovigilance, and reporting of any adverse effects.
Adv. biopharm. APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMSAkankshaAshtankar
MIP 201T & MPH 202T
ADVANCED BIOPHARMACEUTICS & PHARMACOKINETICS : UNIT 5
APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMS By - AKANKSHA ASHTANKAR
ABDOMINAL TRAUMA in pediatrics part one.drhasanrajab
Abdominal trauma in pediatrics refers to injuries or damage to the abdominal organs in children. It can occur due to various causes such as falls, motor vehicle accidents, sports-related injuries, and physical abuse. Children are more vulnerable to abdominal trauma due to their unique anatomical and physiological characteristics. Signs and symptoms include abdominal pain, tenderness, distension, vomiting, and signs of shock. Diagnosis involves physical examination, imaging studies, and laboratory tests. Management depends on the severity and may involve conservative treatment or surgical intervention. Prevention is crucial in reducing the incidence of abdominal trauma in children.
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
NVBDCP.pptx Nation vector borne disease control programSapna Thakur
NVBDCP was launched in 2003-2004 . Vector-Borne Disease: Disease that results from an infection transmitted to humans and other animals by blood-feeding arthropods, such as mosquitoes, ticks, and fleas. Examples of vector-borne diseases include Dengue fever, West Nile Virus, Lyme disease, and malaria.
Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
Basavarajeeyam is an important text for ayurvedic physician belonging to andhra pradehs. It is a popular compendium in various parts of our country as well as in andhra pradesh. The content of the text was presented in sanskrit and telugu language (Bilingual). One of the most famous book in ayurvedic pharmaceutics and therapeutics. This book contains 25 chapters called as prakaranas. Many rasaoushadis were explained, pioneer of dhatu druti, nadi pareeksha, mutra pareeksha etc. Belongs to the period of 15-16 century. New diseases like upadamsha, phiranga rogas are explained.
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
263778731218 Abortion Clinic /Pills In Harare ,sisternakatoto
263778731218 Abortion Clinic /Pills In Harare ,ABORTION WOMEN’S CLINIC +27730423979 IN women clinic we believe that every woman should be able to make choices in her pregnancy. Our job is to provide compassionate care, safety,affordable and confidential services. That’s why we have won the trust from all generations of women all over the world. we use non surgical method(Abortion pills) to terminate…Dr.LISA +27730423979women Clinic is committed to providing the highest quality of obstetrical and gynecological care to women of all ages. Our dedicated staff aim to treat each patient and her health concerns with compassion and respect.Our dedicated group ABORTION WOMEN’S CLINIC +27730423979 IN women clinic we believe that every woman should be able to make choices in her pregnancy. Our job is to provide compassionate care, safety,affordable and confidential services. That’s why we have won the trust from all generations of women all over the world. we use non surgical method(Abortion pills) to terminate…Dr.LISA +27730423979women Clinic is committed to providing the highest quality of obstetrical and gynecological care to women of all ages. Our dedicated staff aim to treat each patient and her health concerns with compassion and respect.Our dedicated group of receptionists, nurses, and physicians have worked together as a teamof receptionists, nurses, and physicians have worked together as a team wwww.lisywomensclinic.co.za/
Tests for analysis of different pharmaceutical.pptx
Current Research on Games for Managing Chronic Conditions, Lieberman, 6-13-12
1. Current Research on Games for
Managing Chronic Conditions
Presentation to the Games for Health Conference
Boston, MA
Debra Lieberman, Erica Biely,
Ramsey Nijem, & Marta Delcor
UC Santa Barbara
June 13, 2012
2. We found games & research on these
chronic conditions
Diabetes Crohn’s disease
Asthma HIV / AIDS
Kidney disease Multiple sclerosis
Malaria Heart Disease
Hepatitis Cancer
Tuberculosis STDs, STIs
Sickle cell disease Autism
Hypertension Depression
Arthritis Alzheimer’s
Cystic fibrosis
3. Some patterns / similarities emerged
Can we boil most self-management games down to
just a few game designs?
Likewise, is the research limited to a few repeating
study designs and research questions?
So, I ask you to provide counter-examples:
Where are examples of innovation?
What are your ideas for innovation?
Here are the patterns we found in today’s games:
4. 5 chronic condition game “genres” or formats
1. Knowledge games
2. Self-management skill games
3. Simulation games
4. Nurturing games
5. Goal setting and social support games
(not discussed today; used mostly for fitness and prevention,
but there is great potential for disease self-management)
Some games are hybrids of two or more genres
5. Characters
1. No characters (puzzles, card games)
2. Fantasy characters
3. Realistic characters
4. Self character (avatar)
5. Helper character / tutor / doctor / sage
6. Co-learner character that models the joy of discovery
7. Role model characters (positive, negative, transitional)
8. Enemies that cause illness
Some characters have the chronic condition, some do not
6. Settings
1. No setting (puzzles, card games)
2. Fantasy worlds
3. Real world
4. Inside the human body
7. Intended outcomes
1. Knowledge gain; deeper understanding
2. Skill development and rehearsal
Health decision-making
Self-care
What to do in social situations
3. Changes in attitudes, risk
perceptions, empathy, self-concepts – all can lead
to behavior change
4. Social support – instrumental and emotional
5. Motivation for health behavior change in real life
8. Repurposed off-the-shelf commercial games
could be used for chronic conditions
Aerobic fitness and weight loss
Dance games, Wii Fit, Kinect games
Mental acuity, attention, memory
Scrabble, Sudoku, Tetris, Dakim, Brain Age
Physical therapy and rehabilitation
Wii balance board, Kinect motion sensor
Phobia reduction
Auto racing games to address fear of
driving
9. Theory integrated into the game design
For example, Extended Parallel Process Model (Witte)
Game presents a threat message
Players feel threat of the chronic condition:
Perceived severity, susceptibility
Game instills efficacy through rehearsal of self-
management
Players see the efficacy of the recommended response as
they rehearse that response
Self-efficacy, response efficacy
10. R2 = .03
Perceived
susceptibility
.18* .35***
R2 = .15
). Perceived
severity R2 = .19
Playing
the health game Improved behaviors
.20** .35*** and health outcomes
R2 = .05
Self efficacy for
self-management
behaviors .17**
-.11**
.28***
R2 = .08
Response efficacy of
self-management
behaviors
11. Here are examples of games for
management of chronic conditions
The Diabetic Dog (diabetes)
Re-Mission (cancer)
Bronkie the Bronchiasaurus (asthma)
Heart Sense (heart disease)
13. The Diabetic Dog
Nurturing of a “patient” character
Simulation of chronic disease self-management
Underlying multivariate algorithm of actions and
effects
Make health decisions and see the consequences
The nurtured character’s health outcomes (good
outcomes are needed to win the game) are based
on the player’s health decisions in the game
15. Bronkie the Bronchiasaurus
Role playing adventure game
Fantasy characters
Set in the real world (real consequences of good
or bad asthma self-management)
Nurturing of one’s own character
The character’s health outcomes (good outcomes
are needed to win the game) are based on the
player’s health decisions in the game
16. Re-Mission
Produced by HopeLab, Palo
Alto, CA
For teens and young adults
who have cancer
To improve cancer
knowledge, adherence, sel
f-care
17. Re-Mission
Role playing adventure game
Fantasy characters
Set in the human body
Nurturing of characters
The nurtured character’s health outcomes (good
outcomes are needed to win the game) are based
on the player’s health decisions in the game
19. Heart Sense
“Role playing game in which you help the hero try to
solve a crime and simultaneously rescue his career
and find romance. However, as the hero, some of the
many characters you might get clues from, need your
help to deal with heart attacks before they or others
can help you. Since, for their own reasons, they often
don't believe they are having a heart attack or don't
want to take care of it promptly, there are significant
obstacles to helping these characters help
themselves. And if you prefer to harm these
characters, you are free to do so, but watch out, your
own future will be affected as well!”
20. Heart Sense
Role playing adventure game
Realistic characters
Set in the real world
Nurturing of characters
The nurtured character’s health outcomes (good
outcomes are needed to win the game) are based
on the player’s health decisions in the game
21. Research examples
Re-Mission, Bronkie
Randomized controlled trials
(no slides, just speaker’s description)
22. Do you recommend any disease
self-management games with
different formats and behavior
change strategies?
Innovative ideas for designing
disease self-management games?
23. Thank you!
Debra Lieberman, Erica Biely,
Ramsey Nijem, Marta Delcor
Health Games Research
UC Santa Barbara
www.healthgamesresearch.org
Database: www.healthgamesresearch.org/db