Debra Lieberman presented on trends and innovative studies in health games research. She highlighted several standout randomized controlled trials that tested health games for conditions like cognitive decline, obesity, HIV prevention, and pain management. She also discussed the use of virtual worlds, avatars, motion sensors, and self-tracking games to promote behavior change and improve health outcomes. Federal agencies are increasingly supporting health game research and development through funding opportunities.
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Standout Studies of Health Games, presentation at Games for Health Conference, 6-28-13
1. Research on Games for Health: Trends,
Innovations, and Standout Studies
Debra Lieberman, Ph.D.
Health Games Research, UC Santa Barbara
Presentation at
Games for Health Conference
Boston, June 28, 2013
2. Introduction: Debra Lieberman, Ph.D.
Media researcher, and faculty member
University of California, Santa Barbara
Alzheimer’s Association / Intel grant on cognitive health
Director, Health Games Research
National program funded by the Pioneer Portfolio of the
Robert Wood Johnson Foundation
Works to advance the research, design, and effectiveness
of health games
www.healthgamesresearch.org
www.healthgamesresearch.org/db
3. Where are the shining examples in our field?
Innovative games
Rigorous research methods
Significant effects on health or health care
The best our field has to offer
I gathered recommendations and selected studies
that I have read that impressed me
Not a systematic, thorough search – Big field
4. Literature reviews of health game
randomized controlled trials (RCTs)
(Various time periods, search methods, inclusion criteria)
Baranowski et al., 2008 (27 RCTs)
Kharrazi et al., 2012 (149 RCTs)
Primack et al., 2012 (38 RCTs)
Rahmani & Boren, 2012 (45 RCTs)
Hieftje et al. 2013 (electronic media for children, 19 RCTs)
Larsen et al., 2013 (physical effects of exergames on healthy
elderly, 7 RCTs)
Lu et al., 2013 (childhood obesity, 14 RCTs)
5. Federal agencies and games
Plague Inc. mobile game asks players to save humanity.
CDC will appear in-game with news and new game
challenges http://ow.ly/m7BDN
Many more calls for proposals in NIH, NSF, CDC
involving health games
7. Game contests and prizes
Future of Health Awards, from Games for Health
Europe http://www.gamesforhealtheurope.org/awards/foha2012
5 nominees and one winner each year
RWJF
8. Prevention
POX, Save the People
Kognito games use avatars to help people identify
and respond to emotional and mental health
problems
9. Safe sex and AIDS prevention
SOLVE-IT is a 3D animated game with intelligent
agents/technologies for changing sexually risky
behavior for young MSM that was tested with an RCT
nationally over the web with a fairly large sample.
Study is in progress. (Lynn Miller)
iPad game for at-risk teens aims to prevent HIV
transmission http://ow.ly/dsEKz -- Designed at Yale
School of Medicine (Lynn Fiellin)
12. Treatment, pain management, anxiety reduction
Snow World (pain distraction)
iPad games and apps distract children and reduce their
anxiety before surgery http://ow.ly/m2AuD
15. Melissa DeRosier: CEO and Founder of C-3
Institute for Social Developent www.3cisd.com
Social-emotional skill-building games
Zoo U: social skills tutoring based on criterion-based
mastery model
Adventures Aboard the S.S.GRIN: builds social
emotional skills through exploration and problem-
solving in a virtual story world
Stories in Motion: visual narrative enables users to
visualize successful social paths through difficult
social challenges
16. Evaluation of Zoo U
Correlations between in-game social skills
assessments and independently obtained standard
psychological assessments of the same students
and
High levels of engagement and likeability among
students
17. Virtual worlds, virtual reality
Virtual weight management in Second Life improves
actual weight loss and maintenance http://ow.ly/lbLkP
Study: http://ow.ly/lbKVk
Using Virtual Reality to Identify Actual Disorders
http://ow.ly/cTAK2 from Skip Rizzo's lab at USC, to train
therapists
18. Cognitive games
ESCoNS Conference findings – Adam Gazzaley
Sharp Brains – Fernando Alvarez
Studies of cognitive improvement with video games
by Daphne Bauvelier
Randomized controlled trials from Lumosity, Dakim,
and others
19. Dakim Brain Fitness
UCLA researchers found that older adults who
regularly used a brain fitness program played on a
computer demonstrated significantly improved
memory (immediate and delayed) and language
skills, and stronger attention, focus, and
concentration
Played three times a week for 20 minutes, on
average, for six months
20. Avatar research for health
Research finds that avatar experiences can lead
to behavior change by showing cause and effect:
Avatar eats too much food and becomes fat, then
user eats less in real life
User runs in place while watching their avatar run
and become thinner…Stop running and avatar
becomes fatter…leads to more exercise in real life
When you avatar ages, you take care of older
“you”
22. Kinect motion sensing for diagnosis and
therapy, and telerehabilitation
Flexible Action and Articulated Skeleton Toolkit (FAAST)
(Suma, Lange, Rizzo & Bolas) enables use of Kinect
Jewel Mine, Mystic Isle, case studies show positive results,
other research in progress
Features, videos of the new Kinect: http://ow.ly/ltaF7 More articles
listed here: http://ow.ly/ltaTR
High-end sensors in Kinect technology may revolutionize personal
health and tele-health. Some exciting predictions: http://ow.ly/lsO7g
Telerehabilitation: 7 products use Kinect to provide physical therapy
online & monitor/save progress. Video demos: http://ow.ly/l62zZ
25. Thank you!
Debra Lieberman, Ph.D.
Director, Health Games Research National Program
University of California, Santa Barbara
www.healthgamesresearch.org
Twitter: @GamesResearch
Twitter: @DebLieberman
Health Games Research Database
www.healthgamesresearch.org/db