Games for Health conference shows the
smarter side of video games.
Teachers may despise them, parents may loathe them, but video games are a
fact of modern life. Global
video game sales are estimated around $12 billion annually and growing. The
movement to harness the power of games for good has likewise been building
and is gaining momentum in some unlikely quarters. A recent Games for Health
conference in Baltimore played host to not only software developers but also
health professionals looking toward a future where medical train training,
even treatment for certain conditions, can be delivered in the form of
playable software.
The
Starlight Starbright Foundation is one of the emerging leaders in using
video games as a component of patient education. The Foundation produces a
game called Quest for the Code, which it has distributed to 1.5 million kids
suffering from asthma. “With asthma, the problem was kids weren’t managing
the disease,” according to Starlight Vice President Joan Ford. “Either they
didn’t know how to identify symptoms or were afraid of being stigmatized for
stopping play to use an inhaler.” Inside the game space, players can advance
only by taking the necessary steps to manage symptoms.
On the
other end of the spectrum, a 3-D immersive game called Zero Hour (from the
Virtual Heroes company) is designed not for patients but for medical
personnel and first responders. The player can try out different roles in
emergency scenarios, such as an earthquake, bombing, or saran gas attack.
In the
future, game trainers like Zero Hour will replace formal instruction for
most medical workers, according to Bruce Jarrell of the University of
Maryland Medical Center. He predicts that doctor and nurse shortages will
pressure health-care providers to find new ways to recruit and train medics
faster and more effectively. That means allowing them to train wherever they
might be and evaluating medics in training in real time outside of classroom
settings. “How do you train 100,000 physicians, or even a million patients
to care for themselves?” he asks.
Mark Baldwin of
Mind Habits sees video games not only educating patients but also, in
limited capacity, actually helping them to cope with psychological issues
like low self-esteem, which can be a major contributor to stress. Players
engaging in the Mind Habits game are rewarded when they click on positive
images and confidence- reinforcing messages. The idea that simply clicking
on pictures of people smiling could lower anxiety may seem specious, but
Baldwin has conducted a controlled study on the hypothesis and published his
findings in the
Journal of the
American Psychological Association.
When repeated often
enough, the trick works, he says. Because the game is online, players can
also track their progress over time and even see how stressed they were on
certain dates, as well as how their stress levels have improved.
The
total market for what are being called serious games—as in games that exist
for
more
than entertainment purposes—is more than $150 million, according to Ben
Sawyer, one of the founders of the Games for Health initiative. He estimates
that health-related games comprise 20% of the serious games space. In the
future, he sees exercise gaming (also known as excer-gaming) going more and
more mainstream and teachers using games to channel the excess energy of
their most rambunctious students—rather than sending them to a corner when
they act out. But his real hope is that video games will transform public
health.
“What
we’re trying to do is change the interface to health care,” he says. “The
interface to games — there’s no argument about how great and fantastic it
is. The interface to health care, no matter how you define it, the way you
go to a doctor’s office, the way you fill out a form, fantastic it isn’t.”
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