
- January 2007
- Volume 9
- Issue 1
Battling Illness One Joystick at a Time
A video game that combats cancer via a virtual immune system? It may not be an instant cure, but ask young cancer patients what form of chemotherapy best "treats" their disease...
Dodging Disease
Research has shown that many people have the ability to work harder, concentrate more, and learn more when engaging in an interactive game. Games for Health seeks to tap into this phenomenon in order to improve health outcomes. Whether in the form of virtual snowball fights designed to help reduce pain in burn victims, such as the Virtual Reality Analgesia Research Center’s
Take, for example, Ben’s Game, launched in May 2004 by the
According to a November 2005 press release from the Make-A-Wish Foundation’s San Francisco office, the game is now available in nine languages (English, Dutch, French, German, Greek, Italian, Japanese, Russian, and Spanish). The game’s popularity is evident from the more than 200,000 downloads by worldwide Internet users since its official launch in June 2004. Ben and Eric were subsequently honored in a meeting with the Dalai Lama on November 6, 2005, where Ben was recognized as an “Unsung Hero for Compassion” because of his generosity.
Another game specifically geared toward pain management is FreeDive, a scuba diving simulation launched by
In addition to focusing patients’ attention away from pain, some health games are designed to improve cognitive functioning. A
The game was officially released in April 2006.
Interactive video and computer games that focus on non-disease-related healthcare topics are also being developed. The Federation of American Scientists (FAS), along with Brown University and the University of Southern California, introduced the educational video game
As the educational and therapeutic value of interactive video games becomes more accepted, developers and researchers at medical schools and other academic institutions, software design companies, and other organizations are creating games that promise a variety of healthcare benefits.
The company
The Baylor College of Medicine is working alongside video game developer
From Humble Beginnings to a Bright FutureHealth-related video games have come a long way in the last two decades.
Nowadays, vastly more powerful computers make it possible for designers to create complex, immersive virtual worlds that engage players on so many more levels than the old text-and-graphics-based games. Thanks to the Internet and the greater availability of high-speed connections, kids can play with and against other players all over the world, and in the process connect with peers who are undergoing similar experiences with disease and illness. The new possibilities inherent in this technology are attracting attention. At the Third Annual Games for Health conference—held September 2006 in Baltimore, MD—more than 250 health and healthcare professionals, game developers, government program managers, policy advocates, educators, and researchers gathered to exchange information regarding this innovative approach to disease management. The conference included on-site demonstrations of the latest technologies and advances in the medical field. Go to the Games for Health website at
The Cost of Care
With the health-related video game market currently estimated at approximately $50 million, health game sales are barely a blip on the radar when compared with the $7 billion commercial games market. However, rising healthcare costs and growing recognition of the games’ usefulness among patients, payers, and providers may combine with the proliferation of available games to produce a rapid increase in utilization.
Although some case studies have demonstrated some adverse side effects associated with playing video games—including wrist and neck pain, decreased attention span, and obesity—there is no disputing the evidence of their ability to distract, leaving it to the discretion of the physician and patient whether to incorporate this technology into any treatment plan. Video game companies are left with the challenge of creating games that are equally as beneficial as they are engaging.
The Proof is in the Patient
How have patients responded when given the opportunity to use this technology as part of their treatment? Quite favorably, especially in the area of pain management, where the high degree of concentration required for playing the games provides patients an important element of distraction away from their pain. In fact, health game companies are pointing to the benefits of video games as aids in pain management as proof of their value. One
Physicians at the University of Medicine and Dentistry of New Jersey found
A Whole New World
The sky really does seem the limit when it comes to the ways in which video games can be applied to healthcare. According to a report by the
Because games have shown promise in a variety of healthcare applications, many different players and organizations are getting involved in development; funding for game development has been provided by such government agencies as the National Institute on Drug Abuse and the Office of Naval Research. As with the introduction of any new treatment, there is an element of risk involved; for example, a broad base of evidence to support the long-term benefits or possible side effects of health gaming has yet to be developed. Yet, it is difficult to dispute the readily apparent “fun” element and anecdotal evidence in support of the benefits to be gained by incorporating games into treatment.
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