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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
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
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
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)
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
Health plans and insurers
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
Prevention
 POX, Save the People
 Kognito games use avatars to help people identify
and respond to emotional and mental health
problems
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)
Disease self-management
Games for medical treatment and health care
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
Emotional health
Treatment for autism, special needs
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
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
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
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
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
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”
Active games
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
Kinect for pain diagnosis and treatment
Sensors, self-tracking in games
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

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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
  • 6. Health plans and insurers
  • 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)
  • 11. Games for medical treatment and health care
  • 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
  • 14. Treatment for autism, special needs
  • 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
  • 23. Kinect for pain diagnosis and treatment
  • 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