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Game theory, application and outcomes in e-health and m-health

February 1, 2012

Opportunities in e-health and m-health (The Centre for Obesity Diabetes and Cardiovascular Disease (CODCD) at the University of Sydney has organised a two-hour discussion with Jennifer Wilson, Director of The Project Factory. She specialises in social networks, iPhone apps, virtual reality and the use of gaming approaches to modify behaviour.

I went to a fabulous presentation in Medicine yesterday by Jennifer Wilson – 25 years experience in interactive consumer engagement with a strong focus on using play and story to engage. Below are a list of links to sites she discussed. Her collaborative research with psychologists, health professionals and educators focussed on user perceptions, and in particular, health outcomes – feelings of wellbeing. efficacy, engagement etc. Melinda.Lewis@sydney.edu.au 

Global examples of games based online activities /social with incentives/rewards:

  • Nike + to assist/motivate and track runners/joggers efforts and training. Provides stats and voice-incentives when connected to you and your device whilst running
  • Run Zombie Run jogging for fitness
  • ChoreWars - claim experience points for housework – target kids and flat-share etc. Allegedly ‘gamifies’ housework and motivates kids to do their share with the ‘peak’ time being the first 6 weeks, then expect a plateau as the novelty wears off.

Generic examples for health and lifestyle choices:

  • Lumosity – brain health and performance (matching gamesad classic puzzles)
  • HopeLab - quality of life for young people with chronic illness (reported positive outcomes)
  • Zamzee- a social enterprise that tracks your physical movement….targeted at youth obesity, hence movement/active by monitoring it. Alleged 30% increase in movement by participants within first month
  • Bejeweled, Peggle and Bookworm – youth video-games for depression

Games that give a sense of reward or where we can win/succeed and get a sense of satisfaction are popular. However, playing when we cannot win is also good as players get to have another go etc – the game continues infinitum. Researchers have found this aspect/approach very useful for depression symptoms.

Local/Sydney/Australian and other examples:

  • WorkOut created by the Brain and Mind Research Institute (BMRI) at the University of Sydney, targets 17-21 year olds with mental health issues. Aims to assist people Get Confident, Get Focussed and improve the quality of the mind.
  • Making Australia Happy was launched on ABC TV in 2011 as a series of episodes tracking happiness indicators of 6 adults in Marrickville, Sydney. Very interactive with lots of fun data like people in the state of NSW are the happiest in Australia.
  • The Wild Divine Project by Deepak Chopra contains active biofeedback in a game environment, for example your task is to lower your blood pressure to get over the bridge, and plenty more……
  • SuperBetter – unleash your heroic potential to achieve your health goals – whatever that may be. Essentially set your own missions to become super better at it. Relies on support person/s buddies (allies) who also chart/track your progress (which you establish) and communicates feedback to.

Other games/contexts:

  • Paramedics to reinforce classroom learning (iphone). Scenario games with choices.
  • Roleplay games, for example, mycybertwin to interact/talk with virtual agents. Again, choose your own adventure (US based). You can sign up for a free ‘personal’ twin and commence interaction, online, anytime…..EVEN my perfect boyfriend / my perfect girlfriend to the levels of soft-porn.

Cybertwin are virtual ‘agents’ as artificial intelligence. Need to think about this – the average session by a person with a cybertwin on their ICT device is 20 minutes, while the longest is 6 hours!! Highlights needs for social connection, interaction, levels of intimacy through online communication. What is reality?

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3 Comments
  1. Daniel permalink

    I’m looking forward to the release of Run, Zombie, Run :)

    • Hi Dan. Yep…lots of fun and reporting very good outcomes. We must catch up @ CoCo or G12 re phd journeys/work etc. Cheers, M

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