Serious Game Case Study

download • Reasonably priced ... • Follow-up research* showed interactivity improved adherence motivation ... • Research should be planned from the st...

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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

Behavioral Challenges

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

Triage Trainer

Games can help address these challenges!

Case Study: Re-Mission

Outcomes •

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

Problem: Adherence

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



It worked!

Re-Mission Today •

Available at 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

Conclusions •

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: Twitter: @pamkato (Please follow me!)