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Changemakers.net

Mosaic of Solutions

Games for Health:

A Prescription for Improving Health and Health Care

(What is a Mosaic of Solutions™?)


Games are an ideal way to engage people in activities that promote healthy lifestyles and tackle their health problems head-on. Accessing these activities through games can make them more attractive and effective because games are designed to be fun, easy to access, and give players a sense of control and safety that is sometimes lacking in more traditional health services and products. The field of Games for Health is at a take-off point. We present this mosaic of solutions for Games for Health at this critical time to promote such innovative approaches that improve health.

Consider what’s in a game: A strong interactive computer or video game provides a serious challenge that players must overcome to reach a goal, usually with fun and some learning along the way. At their best, games for health create experiential scenarios that channel what players learn during the game into smarter choices outside the game. Superb graphics and clever storytelling, applied to high-stakes issues such as cancer remission and natural disaster preparedness, make games for health anything but kids’ play. Though games for health are serious, they only work when they’re fun. Sometimes, they surprise you without intending to, like the calorie-burning benefits of playing Nintendo’s Wii or Konami’s Dance Dance Revolution.

Games for health, like the best social enterprises, have tremendous potential for profit and behavior change. Additional research into games for health can only prime and improve the marketplace for the next generation of ideas and products.

This mosaic highlights some important dimensions of games for health, and we hope it inspires new ideas and new research about play that improves health.

 Innovation Principle:
Create Experiential 
Scenarios to Make  
Smarter Choices 
Outside the Game
Main Barriers to Creating Games for Health:
Insufficient Evidence that Games Can Improve Health and Management of Chronic Diseases
Dual Stigma about Games Limits Potential Customer Base and Distribution
Product Design Is Oriented Toward Consumption, Not Application or Learning
Narrow Corporate or Public Policy Mission
 Physical
Konami’s Dance Dance Revolution

GlucoBoy

Hopelab’s Re-Mission

Snack Dash

Sonic Invaders

Fat World

Nintendo’s Brain Age
 Emotional
 
ID the Creep

Introspection

Personal Investigator

Paint Affects

mtvU
 Cognitive
Phantom Limb


Journey into the Brain

Cognitive Labs’ free brain games
 Community
 
Stop Disasters!

Outbreak at Water’s Edge

Squeezed
(by University of Denver)
Darfur is Dying

Ayiti: The Cost of Life

Food Force
(by UN’s World Food Programme)

CDC in Second Life
 Environmental
 

Archlmage’s NanoSwarm

Water Alert


Sim City

* Ashoka Fellows

Participate   • Discuss   • Read the Overall Framework of the Competition


Barriers to Building the Games for Health Marketplace:

  • Insufficient Evidence that Games Can Improve Health and Management of Chronic Diseases : Do games for health work? This fundamental question motivates all stages of development. Doctors, as a sort of consumer, need evidence that games for health improve patient compliance and patient management of chronic illness. Corporate and start-up game developers also are more likely to invest in developing games for health if research demonstrates that games can help manage patient health and there is provider acceptance. Day-to-day health management means customers become attached to the product, and loyal customers can provide guaranteed sales. As with developing any health product, early evidence of success invites future research partnerships and investments. But insufficient evidence may reflect a sort of chicken-and-egg problem, in which product development stalls without motivating data, and research can’t advance without new products to evaluate. Innovative players in this field can pair product development and piloting with strong research and evaluation.

  • Games Face a Dual Stigma, Which Limits Their Potential Customer Base and Distribution: Several dynamics inhibit development of the games for health marketplace. Two kinds of stigma limit the traction of games for health. First, old thinking brands electronic games as vacuous, if not harmful to learning. Second, game companies with a loyal youth audience fear they will tarnish their ‘cool’ reputation if their games start to feel overloaded with good-for-you messages. Both approaches do a disservice to games for health, which are not simply games with public service announcements tacked on.

    Confined by this prevailing stigma, entrepreneurs may underestimate the potential customer base and distribution channels for games for health. Some developers assume people are unwilling to pay for a game associated with health, while others think that health games can’t sell in an entertainment store. But these are symptoms of a more fundamental problem: a game with a poorly defined purpose and limited concept of its audience. A well-defined game that addresses a new problem will likely identify a new audience for games. For instance, seniors living in nursing homes are not the typical game consumers. But they may rush to a game that helps them live more independently, and communicate their aches and pains to family members. Similarly, doctors may be new consumers of diagnostic games, and their offices may be new distribution channels to reach patients. Insurers could also speed up patient recovery with games, as CIGNA has done by distributing HopeLab’s cancer awareness game Re-Mission to doctors.

  • Product Design Is Oriented Toward Consumption not Application : Most health care products, like pharmaceuticals, are designed to be consumed – we don’t interact with them or engage with our drugs on anything but a functional level. Similarly, most games are designed to entertain and be used – but not to teach us anything but how to play the game. This one-dimensional sensibility manifests in many companies’ product designs. And such products then have limited applications. But what if games were re-conceptualized -- developed to easily help casual gamers apply what they learned? The challenge, and the brilliance, of games for health is their design to promote learning and change behavior, all while entertaining. To do this successfully, games should be easy to learn, or at least easily engage the player. When a product’s gadgetry frustrates, rather than helps, patients, it loses its purpose and potential customers. Rules and operation should be, at best, subtle background features.

  • Narrow Corporate or Public Policy Mission : New companies often have narrow missions in order to focus on their core business. Game developers focus on entertaining and health sector agencies focus on treating illnesses. But such silos of narrow missions can limit product development, and new applications of existing products. In addition, it can lead to ignoring potential customers and their needs, such as the contingent of aging Baby Boomers, who want independence and control over their health rather than to passively be treated by a doctor. Big game companies like Nintendo have recognized this new market, with brain agility games such as Brain Age. Narrow public policy missions also can miss opportunities to develop games or characters to reach citizens online in the growing social networking and virtual community sites such as myspace or Second Life.


Innovation Principle: Create Experiential Scenarios to Make Smarter Choices Outside the Game