Attack of the S. Mutans! by Firsthand Technology
Presented at Games for Health 2011
by Howard Rose
Multi-player 3D game to promote oral health and improve self-care. Report of field study data showing significant improvements in behavior and self-efficacy. Includes video of game segments and cut scene. Project Funded by NIH: NIDCR and NIMHD
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Yes, Games CAN improve Self-Care Habits. Field Study results of Attack of the S. Mutans! 3D Multi-player game/museum exhibit
1. Howard Rose M.Ed. hrose@firsthand.com
University ofJacqueline Pickrelljpick@u.washington.edu
Dr. Washington
School of Dentistry
2. What Am I Playing (with)?
Beatwave
Soundrop
Osmos HD
University of Washington
School of Dentistry
3. SBIR
This research was conducted thanks to a Small
Business Innovation Research Grant from NIH.
Reauthorization of SBIR legislation is currently being debated
in Congress and is in JEAPORDY!
SBIR is very important to the future of innovation in the
Games for Health Community.
Please Get Informed and Involved.
Here are some sites to start with. (not an endorsement)
http://www.zyn.com/sbir/
http://www.sbircoach.com
University of Washington
School of Dentistry
4. Firsthand Technology
Howard Rose & Ari Hollander Co-PI
www.firsthand.com hrose@firsthand.com
Serious Games for Health
• VR Analgesia
• Exposure Therapy
• PTSD Therapy
University of Washington
School of Dentistry
5. School of Dentistry
Dr. Jacqueline Pickrell: cognitive psychologist
Dr. Peter Milgrom: dental expert
Dental Public Health
• Dental Fear Clinic
• Improve Self-care
• Increase Access
• Minority Disparities Clinic
University of Washington
School of Dentistry
6. The Oral Health Problem
Personal factors
Dental Caries
Oral environment factors
Time Saliva
Plaque PH
Bacteria Diet
Knowledge
Attitudes Income
Toot Sugars
Fluoride
h
Behavior Socio-
economic
Status
Dental Access to Care
Insurance
University of Washington (From Selwitz et al; 2007 adapted
School of Dentistry from Fejerskov & Manji, 1990)
7. This is a video of this cut scene from Attack of the S. Mutans! Dentisha is in her
workshop piecing together the story of S. mutans bacteria and acid attacking her teeth.
See the 1 minute video:
Smaller file: http://www.firsthand.com/AOTSM_video/DentishaWorkshopSm.mov
High-res: http://www.firsthand.com/AOTSM_video/DentishaInHerWorkshop.zip
University of Washington
School of Dentistry
9. Taking on Tween’s
This is the first generation of families where both
the children AND parents grew up gaming.
o Make fun work for you, not against you.
o Fit with the 8 to 12-year-old brain
o 3D Advantage of immersion (presence)
o Games create a “New Place”, frame of
experience.
University of Washington
School of Dentistry
10. Behavioral Outcome Goals
• Brush twice daily
• Brush long enough and
well enough (2 min*)
• Use fluoride toothpaste
• Eat sugar wisely
University of Washington
School of Dentistry
11. Focus Group Data
• Children said tooth brushing is important
– 30% report brushing 2x day on a regular basis
– Majority believed “Food” causes cavities
– Most report they like going to the dentist
– With age came knowledge…
• Parents felt children lacked motivation to brush
• Dental visits lacked impact on motivation
University of Washington
School of Dentistry
12. Focus Group Data
• Children said tooth brushing is important
– 30% report brushing 2x day on a regular basis
– Majority believed “Food” causes cavities
– Most report they like going to the dentist
– With age came knowledge…
• Parents felt children lacked motivation to brush
• Dental visits lacked impact on motivation
Knowledge is necessary but not sufficient.
University of Washington
School of Dentistry
13. Self-care Frequency
Reality vs “Should”
How Often Do You Brush?
University of Washington
School of Dentistry
15. A Challenge of Access
and Distribution
• Big audience in a Credible Venue
• Establish brand of the game &
Dentisha character
• Controllable research environment
Initial Strategy: Health Game Spectacle
via Science Museum Venue
University of Washington
School of Dentistry
16. Who is Dentisha?
Iterative design evolution Feedback from focus group testing
University of Washington
School of Dentistry
19. 5 Player Game Pod
University of Washington
School of Dentistry
20. Watch a short video of the Attack of the S. Mutans! game:
Smaller file: http://www.attackofthemutans.com/game.html
High-res: http://attackofthemutans.com/media/AOTSM_game_large.ogv
NEXT, I will give a quick overview of the 2000 sq. ft. science museum
exhibit. A field study was performed at Pacific Science Center in Seattle,
May 2010 to measure health efficacy. Results are presented.
University of Washington
School of Dentistry
21. Exhibit Overview
4-Stage cognitive intervention
1. Get attention & establish the basics
2. Engage and motivate
3. Make it relevant & concrete
4. Tangible positive takeaways
University of Washington
School of Dentistry
22. Exhibit Overview
4-Stage cognitive intervention
1. Get attention & establish the basics
Biofilm & Crystal Projections
2. Engage and motivate
Centerpiece Attack of the S. Mutans! 3D game
3. Make it relevant & concrete
Hall of Excuses
4. Tangible positive takeaway messages
X-ray Explorer, Keep Your Teeth, Text Panels
University of Washington
School of Dentistry
23. Tooth Biofilm &
Formation Bacteria Basics
Checkpoint
GAME PODS
Hall of
Excuses
X-ray Decay
Detector
Keep Your
Check Point
Teeth
#4
University of Washington
School of Dentistry
24. Hall of Excuses: Modeling Behavior
Game Creates a Teachable Moment
University of Washington
School of Dentistry
25. Hall of Excuses
Game Creates a Teachable Moment
“Yeah, I would have brushed last night but….”
University of Washington
School of Dentistry
27. Keep Your Teeth
Labyrinth game to illustrate concept of Risk. The holes close or grow according to game
choices. KYT has been rebuilt for the iPad and will soon be available to the public.
University of Washington
School of Dentistry
29. Exerimental Design
1. Children from 7 schools randomly assigned to one of
three conditions
• two-thirds AOTSM treatment
• one-third control (SnowWorld)
2. 155 children who had at least one posttest available for
analysis
3. Children were posttested (self-report survey) at 1
month, 3 months, and 8 months
University of Washington
School of Dentistry
30. Oral Health Behavior for Children 11-12 years (0.05 alpha)
Composite of self-reported responses to 12 questions including:
How often do you:
Brush your teeth? Brush after every meal? Brush carefully on all surfaces?...
University of Washington
School of Dentistry
31. Self Efficacy for Older Children with Educated Parents
Low = some high school Avg = some college High = undergrad or more
University of Washington
School of Dentistry
32. (Real) 3D Games Controllers
The learning curve
Mean Task Completion Time
04:19
03:36
TIme To Completion
02:53
02:10
01:26
00:43
00:00
7 8 9 10 11 12
Age
Age 8: 2 minutes Age 12: 45 seconds
University of Washington
School of Dentistry
33. (Real) 3D Games Controllers
The learning curve
Why the difference?
• Cognitive Development
• Physical Development
• Unique vs Known Interface
• Accidental Success
University of Washington
School of Dentistry
34. Financial Model
Who is going to pay for
games for Public Health?
University of Washington
School of Dentistry
35. Building Partnerships
A Game-Driven Public Health Initiative
Science Centers
Health and Education Mission
Firsthand Health Researchers &
Underserved Public Game & Exhibit Care Providers
Tough to reach but as Catalyst Front Line of Public
needs reaching (Initiated by NIH) Health and Disparities
Foundation and Corp. Sponsors
Interest Driven
University of Washington
School of Dentistry
36. Lessons Learned
• Games can improve oral self-care
• Cognitive approach to behavior change can be
effective
• Museums are a challenging environment for
games but can be successful but BE NIMBLE!
• Development factors affect playing and learning
new interfaces which affects health outcomes
• Funding requires partnerships, creativity and lots
of leg work!
University of Washington
School of Dentistry
37. Future Reserch
• What factors within games make them effective?
• How do games change the receptivity to
information & relationships with care providers?
• How to build novel interfaces that are intuitive and
fun?
• R&D of Real 3D controllers and UI
• Develop a social/financial model for doing public
health games.
University of Washington
School of Dentistry
38. Howard Rose M.Ed. hrose@firsthand.com
University ofJacqueline Pickrelljpick@u.washington.edu
Dr. Washington
School of Dentistry
Editor's Notes
Reaching a range of underserved populationsAt the University of Washington School of dentistry, our department focuses on improving the oral health of children and adults. Currently, we have several studies each of which takes a unique approach to tackling this immense public health problem. Together these studies focus on three broad areas; getting women and their young children to visit the dentist, improving oral health knowledge and behaviors among school-aged children and chronically mentally ill adults, and reducing dental fear in adults.
The reality is situation can be examined with this complicated figure which does not even include all of the known factors, let alone the unknown factors.Inner circle is the four overlapping circles which are the factors that directly contribute to caries development (tooth, bacteria in biofilm, time, and diet).The middle circle pertains to all of the environmental factors (i.e., the constituents within the mouth like salivary factors or presence of fluorides, sugars, etc. These of course, are mutable depending on the personal factors (dietary and oral hygiene behaviors, medications).The outer circle pertains to all of the personal factors such as behaviors, income and social status, dental insurance coverage, etc.
Why a computer game?Kids are into games, their parents are too! They are high impact, open-ended, competitive, collaborative, fun, pre-attentive, and something new for NIH. Additionally, this serious game is a 3D game which allows for immersion (presence) and interaction with the participant.Why at a museum?Reach an audience in a credible venue.Establish brand of the game & Dentisha.Controllable research environment.Museums are transforming. High interest in games with substantive efficacy research. Target DemographicSecond generation immigrants (Spanish)Low income/limited access to care Specific groups: Latino, Pacific Islanders, Asians, Appalachia, Native, African Americans4 stage cognitive intervention (Get attention & establish the basics ; Engage and motivate; Make it relevant & concrete; Tangible positive takeaways )While at the Pacific Science Center, Attack of the S. mutans! will be evaluated for its effectiveness as a behavior-changing vehicle for children. Specifically, measures of change in both oral health behaviors and mediating factors known to influence behavioral change will be examined. If successful, the model could help transform educational and public health programming.
Why a museum? Distribution is the biggest challenge for any game. Sometimes the distribution is built in, but in our case we’re trying to deliver a general public health message. Want to hit a large audience, Image problem. Who will buy the “dental game.” Use the museum for initial exposure, increase familiarity with our character and our look. We thought this gave us our best chance that they will be open to playing it in a longer format. Our message is short format. We felt it was most appropriate to a short experience with high impact than a multi-level game they would play at home. Of course we could expand on the format and content of the game we have for other contexts such as home or school, but we felt that was not a winning strategy going out of the gate.controllable research venue. Control the technology, so we know what their experience will be. We don’t get that with a home game or something on the net. Control the flow, so we know what they do before and after. Control exposure time to some extent.Helps us gather data. Tracking and timing, naturalistic observation and background data collection of performance. Family groups, school groups affort opportunity for intergenerational dialog.
Why a museum? Distribution is the biggest challenge for any game. Sometimes the distribution is built in, but in our case we’re trying to deliver a general public health message. Want to hit a large audience, Image problem. Who will buy the “dental game.” Use the museum for initial exposure, increase familiarity with our character and our look. We thought this gave us our best chance that they will be open to playing it in a longer format. Our message is short format. We felt it was most appropriate to a short experience with high impact than a multi-level game they would play at home. Of course we could expand on the format and content of the game we have for other contexts such as home or school, but we felt that was not a winning strategy going out of the gate.controllable research venue. Control the technology, so we know what their experience will be. We don’t get that with a home game or something on the net. Control the flow, so we know what they do before and after. Control exposure time to some extent.Helps us gather data. Tracking and timing, naturalistic observation and background data collection of performance. Family groups, school groups affort opportunity for intergenerational dialog.
What exactly are they doing?
Why a museum? Distribution is the biggest challenge for any game. Sometimes the distribution is built in, but in our case we’re trying to deliver a general public health message. Want to hit a large audience, Image problem. Who will buy the “dental game.” Use the museum for initial exposure, increase familiarity with our character and our look. We thought this gave us our best chance that they will be open to playing it in a longer format. Our message is short format. We felt it was most appropriate to a short experience with high impact than a multi-level game they would play at home. Of course we could expand on the format and content of the game we have for other contexts such as home or school, but we felt that was not a winning strategy going out of the gate.controllable research venue. Control the technology, so we know what their experience will be. We don’t get that with a home game or something on the net. Control the flow, so we know what they do before and after. Control exposure time to some extent.Helps us gather data. Tracking and timing, naturalistic observation and background data collection of performance. Family groups, school groups affort opportunity for intergenerational dialog.