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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
We found games & research on these
chronic conditions

   Diabetes                 Crohns disease
   Asthma                   HIV / AIDS
   Kidney disease           Multiple sclerosis
   Malaria                  Heart Disease
   Hepatitis                Cancer
   Tuberculosis             STDs, STIs
   Sickle cell disease      Autism
   Hypertension             Depression
   Arthritis                Alzheimers
   Cystic fibrosis
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 todays games:
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
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
Settings

1.   No setting (puzzles, card games)

2.   Fantasy worlds

3.   Real world

4.   Inside the human body
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
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
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
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
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)
The Diabetic Dog
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 characters health outcomes (good
    outcomes are needed to win the game) are based
    on the players health decisions in the game
Bronkie the Bronchiasaurus
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 ones own character

   The characters health outcomes (good outcomes
    are needed to win the game) are based on the
    players health decisions in the game
Re-Mission


                Produced by HopeLab, Palo
                 Alto, CA

                For teens and young adults
                 who have cancer

                To improve cancer
                 knowledge, adherence,   sel
                 f-care
Re-Mission

   Role playing adventure game

   Fantasy characters

   Set in the human body

   Nurturing of characters

   The nurtured characters health outcomes (good
    outcomes are needed to win the game) are based
    on the players health decisions in the game
Heart Sense
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!
Heart Sense

   Role playing adventure game

   Realistic characters

   Set in the real world

   Nurturing of characters

   The nurtured characters health outcomes (good
    outcomes are needed to win the game) are based
    on the players health decisions in the game
Research examples



  Re-Mission, Bronkie
 Randomized controlled trials
(no slides, just speakers description)
   Do you recommend any disease
    self-management games with
    different formats and behavior
    change strategies?

   Innovative ideas for designing
    disease self-management games?
Thank you!

  Debra Lieberman, Erica Biely,
   Ramsey Nijem, Marta Delcor

      Health Games Research
            UC Santa Barbara

      www.healthgamesresearch.org
Database: www.healthgamesresearch.org/db

More Related Content

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 Crohns disease Asthma HIV / AIDS Kidney disease Multiple sclerosis Malaria Heart Disease Hepatitis Cancer Tuberculosis STDs, STIs Sickle cell disease Autism Hypertension Depression Arthritis Alzheimers 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 todays 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 characters health outcomes (good outcomes are needed to win the game) are based on the players 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 ones own character The characters health outcomes (good outcomes are needed to win the game) are based on the players 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 characters health outcomes (good outcomes are needed to win the game) are based on the players 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 characters health outcomes (good outcomes are needed to win the game) are based on the players health decisions in the game
  • 21. Research examples Re-Mission, Bronkie Randomized controlled trials (no slides, just speakers 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