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Playing Games with Health
The use of game-like technologies in healthcare education

Dr Ben Betts
CEO, HT2

www.ht2.co.uk
Is this a game?

www.ht2.co.uk
Is this a game?

www.ht2.co.uk
Is this a game?

www.ht2.co.uk
Is this a game?

www.ht2.co.uk
OK, so what
is a game?
Chris Crawford’s Taxonomy of
Creative Expressions:

www.ht2.co.uk
OK, so what is a game?

“A voluntary attempt to overcome unnecessary obstacles
- Bernard Suits, The Grasshopper

”

www.ht2.co.uk
Do games work?

Yes
This question has been answered by researchers many times…

www.ht2.co.uk
Multiple meta-studies (De Freitas et al; Sitzmann; Egenfeldt-Nielson for example) all
suggest games can be more effective than more ‘traditional’ teaching methods, in the
right circumstances.
“Advocates of game-based learning suggest that games create deeper learning
experiences that more thoroughly engage participants in the attainment of learning
objectives” (Betts et al, 2013).
New studies (Glass et al, 2013) also cite neuroplasticity improvements; other known
benefits include improved core processing speed, faster logical comprehension, better
contrast sensitivity and more…
See: Glass et al (2013). Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait.
http://www.plosone.org/article/info:doi/10.1371/journal.pone.0070350
www.ht2.co.uk
Are you a gamer?

www.ht2.co.uk
Designing Games
The four pillars of games design, adapted
from Jesse Schell; The Art of Game Design.
See: http://www.amazon.co.uk/The-ArtGame-Design-lenses/dp/0123694965

www.ht2.co.uk
Designing Games
POST Analysis

Story
Generation

Core Mechanics

Codec build (all
mechanics)

Test, test, test

Development

Art Direction

Manual
Playtest

www.ht2.co.uk
What types of games exist for learning?
•
•
•
•
•
•

Drill & Practice
Serious Games
Simulations
COTS
ARGs
Gamification…

www.ht2.co.uk
Drill & Practice
• Ask players to perform a basic
task in repetitions often with
the aim of reaching rote
retention.
• Used when information is
explicit and well defined, for
example maths and spelling.
• Tend to embody a single
mechanic; don’t often include
much in the way of story

www.ht2.co.uk
Serious Games
• Games played with a specific,
real-world goal.
• Embody multiple mechanics, a
well-defined space and a
compelling story.
• Can be realistic – situated
learning
• Can be more creative –
deliberately NOT reality.

www.ht2.co.uk
Simulations
“If they don’t get one, I don’t get one”
- Ken Mattingly, Apollo 13.
• High fidelity with the rules and
conditions of the ‘real-world’.
• Not necessary to have a ‘win-state’.
• Games create artificial barriers for
players to overcome; simulations
replicate realistic constraints.

www.ht2.co.uk
COTS and ARGs…
• Commercial Off-The-Shelf games
(COTS) can be used in learning
contexts; especially those
concerned primarily with
strategy and decision making.
• Alternate Reality Games (ARGs)
use the Internet as a platform to
create a fictional narrative that
players can interact.

www.ht2.co.uk
Gamification
• Applying game-like feedback to
non-game situations.
• Often manifests itself as points,
levels and badges, based on
users performing certain
actions.
• Typically used to promote
short-term engagement
• Also consider ‘gamefulness’.

www.ht2.co.uk
Some examples from Healthcare…
These are all being demonstrated outside if you want to get ‘hands on’ later…

www.ht2.co.uk
Defining Moments
Serious Game
• High-stakes ‘epic’ story
• ‘Meta’ game – it’s not
really about being good in
a disaster
• Wrapped in extensive
debrief and reflective
activity.

www.ht2.co.uk
COLP
University-level gamified course
• Short-term progress
checks for a long-term
process
• Quantifiable level of
understanding – part of
the grading mechanism
• Gamification nudges
social activity

www.ht2.co.uk
ECMO
Technical simulation with gamification
• Technically accurate
• Gamification gives
feedback on quality of
decisions and generates
leaderboard
• Aim to promote re-use;
time-on-task.
• Cuts initial cost of training

www.ht2.co.uk
Mission to Mars
Serious Game
• Understand negotiation
• Reflect on the emotions
felt in a high-pressure
negotiation scenario
• Promote team-work in
real-world networks

www.ht2.co.uk
What about value?
• Value is a function of cost and
impact, it doesn’t mean
‘cheap’ or ‘expensive’.
• Some games aren’t good
value.
• But games perhaps have
more potential to be
extremely good value than
other options…

www.ht2.co.uk
Thank you!
Questions?

Dr Ben Betts
CEO, HT2
ben@ht2.co.uk
Twitter: @bbetts

www.ht2.co.uk

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Playing Games with Healthcare - serious games in healthcare education and training

  • 1. Playing Games with Health The use of game-like technologies in healthcare education Dr Ben Betts CEO, HT2 www.ht2.co.uk
  • 2. Is this a game? www.ht2.co.uk
  • 3. Is this a game? www.ht2.co.uk
  • 4. Is this a game? www.ht2.co.uk
  • 5. Is this a game? www.ht2.co.uk
  • 6. OK, so what is a game? Chris Crawford’s Taxonomy of Creative Expressions: www.ht2.co.uk
  • 7. OK, so what is a game? “A voluntary attempt to overcome unnecessary obstacles - Bernard Suits, The Grasshopper ” www.ht2.co.uk
  • 8. Do games work? Yes This question has been answered by researchers many times… www.ht2.co.uk
  • 9. Multiple meta-studies (De Freitas et al; Sitzmann; Egenfeldt-Nielson for example) all suggest games can be more effective than more ‘traditional’ teaching methods, in the right circumstances. “Advocates of game-based learning suggest that games create deeper learning experiences that more thoroughly engage participants in the attainment of learning objectives” (Betts et al, 2013). New studies (Glass et al, 2013) also cite neuroplasticity improvements; other known benefits include improved core processing speed, faster logical comprehension, better contrast sensitivity and more… See: Glass et al (2013). Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait. http://www.plosone.org/article/info:doi/10.1371/journal.pone.0070350 www.ht2.co.uk
  • 10. Are you a gamer? www.ht2.co.uk
  • 11. Designing Games The four pillars of games design, adapted from Jesse Schell; The Art of Game Design. See: http://www.amazon.co.uk/The-ArtGame-Design-lenses/dp/0123694965 www.ht2.co.uk
  • 12. Designing Games POST Analysis Story Generation Core Mechanics Codec build (all mechanics) Test, test, test Development Art Direction Manual Playtest www.ht2.co.uk
  • 13. What types of games exist for learning? • • • • • • Drill & Practice Serious Games Simulations COTS ARGs Gamification… www.ht2.co.uk
  • 14. Drill & Practice • Ask players to perform a basic task in repetitions often with the aim of reaching rote retention. • Used when information is explicit and well defined, for example maths and spelling. • Tend to embody a single mechanic; don’t often include much in the way of story www.ht2.co.uk
  • 15. Serious Games • Games played with a specific, real-world goal. • Embody multiple mechanics, a well-defined space and a compelling story. • Can be realistic – situated learning • Can be more creative – deliberately NOT reality. www.ht2.co.uk
  • 16. Simulations “If they don’t get one, I don’t get one” - Ken Mattingly, Apollo 13. • High fidelity with the rules and conditions of the ‘real-world’. • Not necessary to have a ‘win-state’. • Games create artificial barriers for players to overcome; simulations replicate realistic constraints. www.ht2.co.uk
  • 17. COTS and ARGs… • Commercial Off-The-Shelf games (COTS) can be used in learning contexts; especially those concerned primarily with strategy and decision making. • Alternate Reality Games (ARGs) use the Internet as a platform to create a fictional narrative that players can interact. www.ht2.co.uk
  • 18. Gamification • Applying game-like feedback to non-game situations. • Often manifests itself as points, levels and badges, based on users performing certain actions. • Typically used to promote short-term engagement • Also consider ‘gamefulness’. www.ht2.co.uk
  • 19. Some examples from Healthcare… These are all being demonstrated outside if you want to get ‘hands on’ later… www.ht2.co.uk
  • 20. Defining Moments Serious Game • High-stakes ‘epic’ story • ‘Meta’ game – it’s not really about being good in a disaster • Wrapped in extensive debrief and reflective activity. www.ht2.co.uk
  • 21. COLP University-level gamified course • Short-term progress checks for a long-term process • Quantifiable level of understanding – part of the grading mechanism • Gamification nudges social activity www.ht2.co.uk
  • 22. ECMO Technical simulation with gamification • Technically accurate • Gamification gives feedback on quality of decisions and generates leaderboard • Aim to promote re-use; time-on-task. • Cuts initial cost of training www.ht2.co.uk
  • 23. Mission to Mars Serious Game • Understand negotiation • Reflect on the emotions felt in a high-pressure negotiation scenario • Promote team-work in real-world networks www.ht2.co.uk
  • 24. What about value? • Value is a function of cost and impact, it doesn’t mean ‘cheap’ or ‘expensive’. • Some games aren’t good value. • But games perhaps have more potential to be extremely good value than other options… www.ht2.co.uk
  • 25. Thank you! Questions? Dr Ben Betts CEO, HT2 ben@ht2.co.uk Twitter: @bbetts www.ht2.co.uk

Editor's Notes

  1. Designing games….
  2. Designing games….