ARE DIGITAL GAMES A POTENTIAL METHOD TO PROMOTE CHILDREN… · ARE DIGITAL GAMES A POTENTIAL METHOD...
Transcript of ARE DIGITAL GAMES A POTENTIAL METHOD TO PROMOTE CHILDREN… · ARE DIGITAL GAMES A POTENTIAL METHOD...
ARE DIGITAL GAMES A POTENTIAL
METHOD TO PROMOTE CHILDREN'S
HEALTH?
Heidi Parisod
MHSc, Doctoral candidate
Department of Nursing Science
University of Turku, Finland
CONTENT OF THE LECTURE
• Definition of health game
• Different possibilities of health games in children’s health promotion
• The advantages and limitations of health games
• Issues to be noticed when using or recommending health games for
children
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DEFINITION OF A ’GAME’
• There are many different variations of the definition of the
word “game”
• Most of the definitions defines game as an activity that
involves different components:
1) Players who are willing to participate the game
voluntarily and make choices in the game based
on the illusion of free will
2) Rules which define the limits of the game
3) Goals which give arise competition and conlicts
among the players
4) Games aim to be entertaining and fun
• A game that does not succeed in this is still a game
Adams 2010; Smed & Hakonen 2003; Suits 1967
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GAME ELEMENTS
• Avatar/game characters
• Playful presentation
• Scores
• Awards
• Badges
• Scoreboard
• Challenges
• Opponents
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GAMIFICATION
• Game elements (the use of game thinking and game
mechanics) can be used also in non-game context
= gamification
• The purpose is to utilize the elements that make
games interesting
• The goal of gamification is to engage and motivate users in
different kinds of tasks
• For example to do physical exercise, learn
something, improve quality of work etc…
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Deterding et al. 2011
SERIOUS GAMES
• The game are usually used for entertainment, but games can be developed
and used for serious purposes as well
• A serious game can still be fun!
Adams 2010; Susi et al. 2007; Djaouti et
al. 2011
Can be used for serious purposes as
well
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HEALTH GAMES
• Health games are games developed and/or used for
different kind of health related purposes
• For example for health promotion, disease
prevention, disease management or rehabilitation
• Entertaining games (such as active video games) can be
called as health games if used for example for promoting
physical activity
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HEALTH GAME TYPES
• Educational games (e.g., informing users about a disease) 24,1%
• Behavioral games (e.g., improving adherence to medication) 27,5%
• Cognitive games (e.g., memory training) 3,3%
• Exercise games (e.g., improving physical exercise) 27,5%
• Rehab games (e.g., rehabilitation of upper extremity) 29,5 %
• Hybrid games (i.e., a mix of others) 12,0%
Kharrazi et al. 2012
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CLINICAL AND HEALTH CONTEXTS
• Most general clinical and health contexts of the health game
studies before 2011 (age groups 3-97 years)
Kharrazi et al. 2012
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EXAMPLES OF HEALTH GAMES
• A simulation game was used in 5-18
years old patients with burn injuries
successfully to reduce anxiety and pain
caused during painful medical procedures (Das et al. 2005)
• Guitar Hero game that requires manual
dexterity was used to support
rehabilitation after hand surgery
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• Glucoboy, a game developed for monitoring
blood glucose levels, promoted children’s
commitment for treatment and made the daily
monitoring fun for them
• Escape from Diab game has been used to
motivate children and adolescents to learn
about health habits that prevent diabetes and to
promote these habits with the use of a story,
game characters and different tasks in the
game that require problem solving
www.escapefromdiab.com/
Glucoboy
BENEFITS OF GAMES IN HEALTH PROMOTION
• Playing games is popular
• Games are played regardless of age, gender and
background
• Altogether about 97% of adolescents aged 10-19 years
reported playing computer, Internet, mobile or console
games (in 2010)
• 50% of adolecents reported playing games ”yesterday”
• The game play of young children is increasing and
playing games is also started at a younger age than
before Lenhart et al. 2008; Kuronen & Koskimaa 2011; Suoninen 2013
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• In children (3-18 years old) evidence seems to support:
• Active video games to have an increase in physical activity
to light to moderate levels and energy expenditure
• However, active video games cannot be recommended only for
meeting daily physical activity recommendations
• Educational/behavioral health games’ potential in supporting
changes in asthma- and diabetes-related behavior and in
dietary habits, but more research is still needed
SCIENTIFIC EVIDENCE OF THE HEALTH
OUTCOMES
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Examples of other positive
outcomes:
• Adherence to medication or
other treatment
• Change in attitudes
• Health related knowledge
• Change in symptoms
• Medical visits/school absence
• Cognitive skill development
• Improved communication
• Health behavior change
• Understanding negative
effects
• Health-related motivation
• Motor skill development
• Improved balance
• Improved hand-eye
coordinaton
• Perceived competence in
sport
• Reaching psychotherapeutic
goals
• Self-efficacy
• Self-esteem
• Self-management/skills/self-
care
• Decrease in pain and anxiety
Das et al. 2005; Parisod et al. 2014a; Peng ym. 2011; Barnett ym. 2011; Biddiss & Irwin 2010; Dayle 2009; Papastergiou 2009;
Guy ym. 2011; Peng ym. 2012; Leblanc ym. 2013
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HARMFUL CONTENT
• The content of health games should be based on scientifically
proofed and theoretical knowledge of the targeted health issue
and health promotion to achieve the desired outcomes
• The game should also meet the needs of the target group
• Carelessly designed content may lead to no effect or even
undesirable outcomes
• Aggressive content has been associated with aggressive behavior
although studies on this are conflicting
• Some content in digital media have been connected to negative
changes in sexual behavior (sexual beliefs and early sexual
initiation), substance use (alcohol, tobacco and drug use), and
body image
Parisod et al. 2014b Parisod 2015
PHYSICAL INACTIVITY
• Playing sedentary games increase physical inactiveness
• The amount of time spent using digital devices should not
exceed 2 hours per day in school aged children according to
the recommendations (Ministry of Education and Culture & Nuori Suomi Association
2008)
• The use of virtual environments is recommended only
occasionally in children up to 4 years of age and at most a
quarter of an hour every three days in children aged 4 to 6
years old from the developmental perspective (Delfos 2013)
-> Also educational health games could be designed so that the
game play requires physical activity of the player
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EXCESSIVE USE AND GAME ADDICTION
• Immersion in games may lead to excessive use and even game
addiction
• Excessive amount of screen time has been associated with poor
school performance and learning difficulties, developmental
concerns (attention‐ deficit disorder, language delays) and other
negative health effects, such as sleeping problems and disorders (Strasburger et al. 2010)
• Social interaction through digital devices may compensate real life
social connections and reduce engagement in real life social
connections and participation (van Rooij et al. 2010)
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• Most of the children have no problems with their game play,
but there is a small amount of players who use games so
excessively that it has an effect on their everyday life (=game
addiction)
• Game addiction may in a minority of cases lead to even similar
symptoms that are traditionally experienced in
substance‐related addictions (mood modification, tolerance
and salience) (Kuss & Griffiths 2012)
-> Some elements that limit the amount of health game play if
needed could be designed
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CYBERBULLYING AND HARRASMENT
• The social interaction in digital games offers a channel for
cyberbullying and other misuse such as sexual harassment
• Cyberbullying can be even more emotionally damaging than
face‐to‐face bullying
• Cyberbullying has been connected with depression, and in
extreme cases, with suicide attempts, and thus, needs to be
taken very seriously
-> Games can be designed so that it does not offer a platform for
inappropriate behavior, or a moderator could be included in the game
to prevent this misuse
Smith & Steffgen 2013; Willard 2005
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OTHER ISSUES TO BE NOTICED
• Equal accessibility
• Use of digital games can be restrained by the absence of ownership
and poor accessibility to digital devices or lack of needed skills for
technology use
• The game play can be also inaccessible because of some disability
such as visual impairment, but there are different possibilities in
game design that could be used to enable the equal game play of
children with different disabilities
• Information security
• Health related technology may interest also those with malicious
aims
• All health applications including any personal or health information
should be secured from different kind of cyber‐attacks
Barlet & Spohn 2012; Rauti et al. 2014 Parisod 2015
• There are many health and clinical contexts where
health games can be used, use imagination!
• Health games have potential in promoting
children’s health and they can make health related
issues fun for children
• Health games have clear advantages as health
promotion methods, but the limitations of games
should be also carefully considered
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EVALUATING HEALTH GAMES
• As the amount of good quality and freely available health
games is still fairly low
-> The health game needs to be carefully evaluated
before recommending it
• Is it possible to achieve the desired health outcome
with a game?
• What is the quality of the health game’s content and
designed mechanisms? Has it been evaluated?
• Is the game suitable for the target group? And does it
meet their needs?
• Have the game developers seeked to solve the
issues related to exessive game play and physical
inactivity, possibilities for harrasment, equal
accessability and information security?
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Thank you for your interest!
More information:
www.ikitik.fi
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