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
5. "Brain Doctor- A kid's game"Source: https://play.google.com/store/apps/details?id=com.gameimax.braindoctor&hl=en
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