Monday, December 15, 2014

Gamification: One of the Best Platforms for Improving Health

Week 17: Gamification for Health

Driving Question:
Can games improve health?

Assignment:
Evaluate a health-related mobile game app.

I can say that I’ve been in “gaming” industry for more than 15 years now (Yes! I’ve started during my high school years, sad to say). From the stretch, I have encountered a lot of games with different genres and types. These games influenced my interests in computers and consoles that somewhat lead me to become technically savvy (sometimes, you do everything in your power to find ways to troubleshoot the console or the PC unit you are using in order to continuously play). I’ve seen the evolution of games from 2D to 3D, from big/fat to slim consoles, from slow to powerful RAM’s (Random Access Memory). Platforms are continually tested, from consoles, to PC units to mobile devices, virtual reality glasses (e.g. oculus) to smart glasses (e.g. Google glass). Games are limitless given the fast paced technology.

Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement.[1] The key element to a success of a gamification business is finding the right target audience or users. They are the ones who will use the application or even make it sensational and popular. That is why every gaming company has its business models whether they are tagged to be free of charge or paid. Gamification has also a wide area span, from just mere entertainment to the serious domains like healthcare.

 Healthcare professionals recognizes the use of games in controlling or preventing disorders, for example VR classrooms are stimulated in Oculus Rift consoles to test children with ADHD and monitor how well they can pay attention. Some of doctors recommend playing “Candy Crush” or “Bejeweled” to prevent Alzheimer’s disease.[2]  Harnessing the power of games to ward off diseases can be the smart choice. The world is moving in to digital age and it is inevitable.

In health informatics, the development of technology is a very good tool to explore. The trend of smart phones and gadgets should be a kindling point of establishing a healthy world. Combining the mobile health applications and games can be a powerful tool that can help healthcare professionals and patients achieve these goals and objectives.  It can also increase its value sense of purpose. For example [3]:

a. Games that help modify user behavior – basing on the target audience, these games can increase health awareness that may trigger users change their views on their behavior. For example, an application sends daily prompts to help remind patients, and then patients are required to check in every day to record their behaviors. They are assigned small activities, games and surveys and rewarded for positive changes (Core Drive #2, Development & Accomplishment). Over time, these behaviors turn into new lifestyle habits which help patients make better progress and develop more autonomy in terms of their health.[4]

b. Games that train wellness behaviors – achieving wellness through mental or physical exercises. For example, pedometer applications count the number of steps taken by the user and prompt them if they’ve achieved the target number of steps that are transcribed to a quest. The interactive quests’ level of difficulty increases, making the users comply with the activities, without them realizing that they are actually exercising.            

c. Clinical learning labs- Simulated activities transcribed in an application that can be used in training healthcare professionals and even normal users. A good example is an Emergency Response simulated in a virtual reality platform. This can be utilized to train emergency medical team or even the normal users who may likely encounter these situations, on applying basic life support activities. To add, good examples of these are games that mimic the real-life medical procedures like surgery and treatments. For medical practitioners, the cases rendered on these games may provide review on the domain they’ve chosen.  On non-medical practitioners, these may increase the level of awareness on these procedures making them more careful on their health or make them vigilant whenever a similar thing happens to them.          
    
Evaluating a health-related mobile game app

Keywords: Health games, Health and fitness, healthy games

Upon hitting these keywords in Apple’s App Store and Google play, I’ve found a variety of games that spark my interests. From the calorie counting to stride counters, Gym and exercise guides, PHR’s and Clinical Decision Support, etc. But the gamer in me focused on games that are interactive in nature, has cool graphics, near to the real thing and simply “FUN”.

The Content
I’ve picked the “Brain Doctor” developed by GameiMax to evaluate. Its target users are kids or children who aspire to be brain surgeons or doctors one day. It is about doing procedures in the brain using tools somewhat similar to real-life surgery or treatment. What interests me, is that this game is has medium maturity content, meaning that this Application in this category may include sexual references; intense fantasy or realistic violence; profanity or crude humor; references to drug, alcohol and tobacco use; social features and simulated gambling according to support.google.com.
Taken from "Brain Doctor" game


From the features, it has really some gross stuff like the innings of the brain, blood, blood vessels, bacteria, etc. But the developer made it too cartoony and colorful so that children may appreciate the content and enjoy the gameplay. The procedures are similar to what we expect during a brain treatment but the game lacks facts which should make it more educational. For example, the game should define the common bacteria that attack the brain (e.g. Meningitis) or define the procedures that are being done (e.g. draining).

It has also impossible procedures such as applying plaster bandages inside the brain and vacuuming the brain. These are just fine, they were just exaggerated so that it will suit the taste of the target audience, which are kids. But more facts and figures should be added to the procedures to make the game more informative.
Taken from "Brain Doctor" game


The gameplay
The game is not that user- friendly for first timers (even for me). It does not have walkthroughs that may help in knowing the exact activity per user interface. It is simply, “Yes! Go on, do what you have to do”. It does have tips and hints but are not that helpful on the game itself. The user will wonder what to click or what tool should be used first. In the end, it will be a trial and error just to proceed.
   
The intended-users may appreciate the application. For aspiring medical practitioners, it may give them the feel of doing treatments and interventions on such young ages. I’ve let my 10 year old sister use the application. At first she does not know exactly what to do, but upon guiding her on the gameplay and explaining every procedure we meet. She slowly grasped the idea. She was having fun doing playing the game. The game becomes more informative and knowledge based when an entity who knows the procedures guide the target users.     

To summarize the application, the game covered the Clinical Learning Labs type of game. Training the young minds at an early stage initiates an avenue of choices and learning.   The informative value that this game gives to the intended users was replaced by fun and excitement. The colorful ambience of the game helped in making the boring world of medicine interesting. The interactive nature provided the misunderstood procedures easier to comprehend. Even though some parts did not pass my standards it will definitely give kids the idea of pursuing their dream medical vocations. For sure, my sister who used the application and dreams to be a doctor someday appreciated the application. She started asking me what kind of doctor cures the brain. Maybe, the lacking features were intended for human guidance and for these kids to still have social interactions.  

References:
1. “Gamification” Source: http://badgeville.com/wiki/Gamification
2. “Playing for Prevention: Alzheimer's and Keeping the Mind Sharp” Source: http://www.huffingtonpost.com/cat-del-valle-castellanos/alzheimers-prevention_b_4262586.html
3. “Market Driven Patient Portal: Gamification and Serious Games” Source: http://blogs.perficient.com/healthcare/blog/tag/gamification/
4. “Top Ten Gamified Healthcare Games that will extend your Life” Source: http://www.yukaichou.com/gamification-examples/top-ten-gamification-healthcare-games/#.VI5u4NKUe3s

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