Serious Game Case Study Pamela M. Kato, EdM, PhD Owner, P. M. Kato Consulting
A little bit about me…. Harvard and Stanford trained Health Psychologist
Founding President and CEO of HopeLab
Current Owner of P. M. Kato Consulting, helping organizations develop effective serious games and gamification approaches for health
Healthcare Challenges Acute Care Model Chronic Care Model Chronic diseases
Aging population Prevention Medical Errors
Effective treatments have no impact on health outcomes if people fail to use them There are no immediate rewards for engaging in positive health behaviors/safe medical practices It’s not “cool” to have a chronic disease or to follow all the rules
Serious Games for Health
Games can help address these challenges!
Case Study: Re-Mission
It worked! Randomized trial published in Pediatrics
Over 200,000 copies distributed in 81 countries
There is still interest in this “old” game (2005) •
2012 Wall Street Journal interview
Why still popular? •
It addressed an unmet need in the global market: psychosocial support for teens with cancer We did our homework with end-users, stakeholders, gatekeepers Easily accessible distribution channel: mail order or download
Reasonably priced: Free to patients with cancer, $20 donation for others Endurance and ubiquity of PC platform
Adolescents and young adults were not benefitting from effective cancer treatments (Archie Blyer)
Preliminary research •
Focus groups and interviews with patients, family members, nurses, doctors Formal surveys and reviews •
Baggott, C., Beale, I.L., Dodd, M.J., & Kato, P.M. (2004). A survey of self-care and dependent-care advice given by pediatric oncology nurses. Journal of Pediatric Oncology Nursing, 21(4), 214-222. Bradlyn, A.S., Kato, P.M., Beale, I.L., & Cole, S. (2004). Pediatric oncology professionals’ perceptions of information needs of adolescent patients with cancer. Journal of Pediatric Oncology Nursing, 21(6), 335-342. Beale, I.L., Bradlyn, A.S., & Kato, P.M. (2003). Psychoeducational interventions with pediatric cancer patients: Part II. Effects of knowledge and skills training on health-related attitudes and behavior. Journal of Child and Family Studies, 20(4), 385-397. Bradlyn, A.S., Beale, I.L., & Kato, P.M. (2003). Psychoeducational interventions with pediatric cancer patients: Part I. Patient information and knowledge. Journal of Child and Family Studies, 12, 257-277. Suzuki, L., & Kato, P.M. (2003). Psychosocial support for patients with pediatric cancer: The influences of parents, schools, peers, and technology. Journal of Pediatric Oncology Nursing, 20, 159-174.
Active ingredients •
Theory to support behavior change •
Identified specific behaviors and knowledge targets where we could have a significant impact •
Social Learning Theory
Adherence, self-care, stigmatized conditions
Ongoing input from target group of patients
Randomized Trial to Determine Effectiveness n=374 young people with cancer, ages 12 - 29
34 medical centers Design: Control game vs. Control game + Re-Mission Primary outcome = Adherence to treatment (note: We also had a Data Safety and Monitoring Board (DSMB) to evaluate safety
Re-Mission Today •
Available at www.re-mission.net Follow-up research* showed interactivity improved adherence motivation Re-Mission 2, a series of casual games, is out!
*Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During a Serious Videogame. PLoS ONE.
Air Medic Sky 1
Why haven’t you heard about this game?
Lack of appreciation of the importance of research and a business perspective
A Game You Will Hear About
Research and Marketing
What Does the Future Hold? •
Larger companies will include serious games for health in their businesses (e.g., pharma, medical publishers, medical insurance companies) Standards will emerge for creating quality games
Serious games organizations will live or die based on their ability to collaborate across disciplines especially with research and business experts
Research should be planned from the start •
With a strong theoretical basis and ongoing input from target groups Input from stakeholders is also critical
Marketing should be planned from the start too The future depends on openness and collaboration and YOU!
Thank you! E-mail: [email protected]
Blog: www.pamkato.com Twitter: @pamkato (Please follow me!)