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

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
Sounds good