Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
 
Adhesive Games
General Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Games For Health: What Rex Ronan Teaches Us About Health Education Exclusive
by Kyle Orland, Mathew Kumar [PC, Console/PC, Exclusive]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
June 2, 2008
 
Games For Health: What  Rex Ronan  Teaches Us About Health Education

In this session from the recent Games For Health conference in Baltimore, academic Cynthia Bates from the University of California, Santa Barbara discussed the ways in which academic theory and research can be used to design effective games for health, referencing a variety of different methods that are yet to be used.

"Theory is not a dirty word," opened Bates. "It's used colloquially as 'something that could be real, but isn't.' In good research, though, theory is a foundation, a way to test things in a valid way. It helps explain and predict events, so you can prove your game is effective and why."

"It improves design: It helps you set goals and advance your future games. It lets you point to other things and ask 'Why does this work?' It let's us give better evidence."

"Education theories have been used in commercial/educational video games," continued Bates. "Like The Oregon Trail or the constructivist learning in SimCity. But what do we use for health games? Education is not enough to make someone do a behaviour. Telling them what they should do is a minimum, but it's not enough."

Bates went into detail on some methods that have been used in games for health, including "social-cognitive theory and self-efficacy" (where factual knowledge isn't all that's required but the player has to feel capable of performing the behavior).

In addition, she covered "social support theory", where social interaction increases support and improves health -- in particular helping people talk about problems, which is "a strong predictor of improved health."

However, Bates felt there were clearly many more theories that could be used as methods for games for health:

- Social norms theory: A method used to enforces safe norms: "Misstaken perceptions influence behaviors," Bates explained, "College kids think drinking is ubiquitous, for example, reinforcing the behavior, and sexual health issues are similar."

- Social exchange theory: A method that takes into account economic perspective, looking at gains and losses, why people form bonds and sever connections. "Games can make it easier and 'cheaper' to connect with people," said Bates, "like social networking sites."

- Health belief model: "Find out who the target audience is, find out what they think the barriers and benefits are for a behavior, and when you create game, use the theory from the start, so when you test, you know what you're looking for. Then you can look at literature and try and figure out what happened."

Virtual reality for phobias is an example of this, Bates explained, and she gave some other examples -- the Super Nintendo title Rex Ronan: Experimental Surgeon gave players "vivid examples of why they shouldn't smoke and the benefits of not smoking" and biofeedback can be used with ADHD/ADD children to show them how it feels to be focused, by giving them external reward when they focus.

Using new methods for games for health "will be easier to fund if we can show how/why games were effective in past," concluded Bates. "We all believe it, but to carry to next level, it's important to establish and use theories to really inform game design, analysis and discussion."
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.