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	<title>Pulse + Signal &#187; Games for Health</title>
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		<title>Smokers Wanted. Lit2Quit: A mobile game for smoking reduction</title>
		<link>http://pulseandsignal.com/uncategorized/lit/</link>
		<comments>http://pulseandsignal.com/uncategorized/lit/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 13:30:55 +0000</pubDate>
		<dc:creator>Bridgette Collado</dc:creator>
				<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Health in Society]]></category>
		<category><![CDATA[Health Tech]]></category>
		<category><![CDATA[mHealth]]></category>
		<category><![CDATA[Public Health]]></category>
		<category><![CDATA[Public health 2.0]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[&#160; If you&#8217;ve ever smoked, and tried to quit, chances are you know how much fun quitting, and quit attempts, aren&#8217;t. The cravings, the mood swings, the weight gain &#8211; ugh! What if quitting smoking was fun instead? Funded by a Robert Wood Johnson Foundation’s Pioneer Program grant, Lit2Quit is a mobile game that aims to help smokers reduce [...]]]></description>
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<p>&nbsp;</p>
<p>If you&#8217;ve ever smoked, and tried to quit, chances are you know how much fun quitting, and quit attempts, aren&#8217;t. The cravings, the mood swings, the weight gain &#8211; ugh! What if quitting smoking was fun instead?</p>
<div id="attachment_1772" class="wp-caption alignright" style="width: 240px">
	<img class="size-full wp-image-1772 " title="Game Mode: Relax" src="http://pulseandsignal.com/wp-content/uploads/2012/03/IMG_2144.jpg" alt="" width="240" height="360" />
	<p class="wp-caption-text">Game Mode: Relax</p>
</div>
<p>Funded by a Robert Wood Johnson Foundation’s <a href="http://www.rwjf.org/pioneer/index.jsp" target="_blank">Pioneer Program</a> grant, <em><a href="http://www.lit2quit.com" target="_blank">Lit2Quit</a></em> is a mobile game that aims to help smokers reduce or quit smoking. This promising technology is being developed and studied by a group of researchers, developers, and health professionals at Teachers College at Columbia University. I caught up recently with <a href="http://azadehjamalian.wordpress.com/about/" target="_blank">Azadeh Jamalian</a>, a Ph.D student at Teachers College, and one of the lead researchers and developers on the Lit2Quit initiative. She graciously agreed to answer my many questions, and share them with Pulse + Signal readers.</p>
<p><em>BC</em>: Lit2Quit attempts to match the effects of smoking through game play, either relaxation or receiving a &#8220;rush&#8221; &#8211; are there really only two states in which a smoker may find themselves?</p>
<p><em>AJ</em>: Yes, research shows that smokers perceive smoking as a sedative or stimulating experience depending on their state of mind (Donovan &amp; Marlatt, 2007). However, there may be different motives for smoking. According to Kassel, Paronis, &amp; Stroud (2003), the most commonly reported motive is stress reduction (hence, perceived sedative effects of nicotine); other cited motives include perceived stimulant effect of smoking (specially when drinking), socialization, addiction, habit, and sensorimotor aspects of smoking (see Donovan &amp; Marlatt, 2007).</p>
<p>In addition, research shows that nicotine enhances memory and focuses attention (Hahn, Ross, Yang, Kim, Huestis, &amp; Stein, 2007; Lawrence, Ross, &amp; Stein, 2002, Vossel, Warbrick, Mobascher, Winterer, &amp; Fink, 2011). Although you cannot target everything in a single project, and different products may be suitable for different people, we tried to have all these motives in mind when designing Lit2Quit.</p>
<div id="attachment_1771" class="wp-caption alignright" style="width: 240px">
	<img class="size-full wp-image-1771" style="border-style: initial; border-color: initial;" title="Game Mode: Rush" src="http://pulseandsignal.com/wp-content/uploads/2012/03/IMG_2123.jpg" alt="" width="240" height="360" />
	<p class="wp-caption-text">Game Mode: Rush</p>
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<p>Mirroring the perceived stimulating and sedating effects of nicotine, Lit2Quit is designed in two modes, RUSH and RELAX. These modes use specific breath patterns and game design challenges to excite or relax the player. Depending on his/her state of mind, the player chooses which mode he/she wishes to play. For the future releases of the game, we are planning to integrate social aspects in which players could collaborate and play together, or they can invite their friends to see the world they created. In addition, we believe that since the players control both versions of the game with their breath, the gameplay mimics the behavior of smoking and help smokers to control their urge through engagement of their sensorimotor habits. Further, to enhance player’s attention and memory, the players need to memorize certain patterns to succeed in the higher levels of the game.</p>
<p><em>BC</em>: The aim of Lit2Quit is smoking reduction through replacement of the stimulus with game play. Can you say more about how this plays out? In other words, are participants switching &#8220;cold turkey&#8221; to Lit2Quit, or is there a gradual change over time?</p>
<p><em>AJ</em>: The aim of Lit2Quit is smoking reduction through replacement of the stimulus with game play. Since we haven’t done any field studies yet, we cannot know for sure how smoking behavior changes as the result of the gameplay. However, our hypothesis is that the game will help smokers to gradually reduce their smoking over time, as they become more expert in the gameplay, and hence can perform the advanced breath patterns in the game more successfully. Our initial studies have shown that these advanced breath patterns more closely mimics the perceived and physiological effects of nicotine.</p>
<p><em>BC</em>: Are there preliminary data you can share with us yet?</p>
<p><em>AJ</em>: We have compared the physiological and perceived emotional effects of gameplay to smoking through various measurements such as Self-Assessment- Manikin (SAM) survey, Electroencephalography (EEG), electrocardiography (EKG), and skin conductance (SC). Although smoking is perceived as either a stimulant or sedative, physiologically it stimulates the body. Therefore, in order to compare effects of playing the game to smoking, we analyzed both perceived and physiological effects. Overall, results show that on average subjects perceive playing either modes of the game as an enjoyable experience, and that Lit2Quit partially mimics perceived and physiological effects of smoking. We also learned that since breath is a novel game mechanic (as evidenced by the fact that in 100+ subjects, none of them had experience using their breath as a control mechanic for a mobile game), the initial difficulty levels of the game should be set low to allow players to grasp how to play the game using their breath.</p>
<p>At this stage of the project, we don&#8217;t have behavior change data to share. Efficacy trials are the next contemplated step for the project pending funding.</p>
<p><em>BC</em>: After learning about the game, I wondered if the game is able to match the effects of smoking, is there any danger of addiction to the video game?</p>
<p><em>AJ</em>: Your question reminds me of a recent article, <a href="http://www.gamesindustry.biz/articles/2012-02-06-saving-education-through-games-addiction" target="_blank">“Saving Education Through Games Addiction.”</a> I personally like the possibility of “saving health through game addiction!”</p>
<p><em>BC</em>: What else should we know about the Lit2Quit research?</p>
<p><em>AJ</em>: We have successfully finished the first stage of the project and are publishing our results in tandem with providing peer review opportunities at presentations at notable gaming and health care conferences. Our plan is to enrich the design of the game by adding a layer of social and community aspects to the game as well as explore platform agnosticism and body sensor networking for input monitoring. Most critical to the game’s success and impact are new collaboration and partnership opportunities with developers,<br />
nonprofit foundations, educational institutions and industry. In particular, we are in the process of designing efficacy trials to study short-term and long-term patterns of smoking behavior change as the result of gameplay intervention. You could follow our progress and contact us via our <a href="https://www.facebook.com/pages/Lit2Quit-A-Mobile-Game-for-Smoking-Reduction/109570439073973" target="_blank">Facebook page</a> or <a href="www.Lit2Quit.com." target="_blank">www.Lit2Quit.com</a>.</p>
<p><em>BC</em>: Do you think Lit2Quit could be played for any other purposes aside from smoking reduction?</p>
<p><em>AJ</em>: Yes! The game is fun to play and in fact anyone could enjoy playing the game without even knowing that it’s a smoking reduction game. In addition, since there is no direct reference to smoking in the game, the Relax mode in particular could be played for any type of stress reduction. if you gain expertise in the &#8220;Relax&#8221; version of the game you could train yourself to self-relax through meditative breathing patterns, and therefore self-monitor your stress through breathing slower than your usual rate. The game has other health benefits. It could be used in clinics for treating asthma and chronic inflammatory diseases of the airways.</p>
<p>&#8211;</p>
<p>To learn more about Lit2Quit watch this video:</p>
<p><iframe src="http://player.vimeo.com/video/23167162?title=0&amp;byline=0&amp;portrait=0" frameborder="0" width="400" height="300"></iframe></p>
<p><a href="http://vimeo.com/23167162">Lit2Quit Video by Advance</a> from <a href="http://vimeo.com/user6952553">Dan Rabinowitz</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>&nbsp;</p>
<p>Bridgette</p>
<p><em>Bridgette Collado, MA, RD, is a health communication consultant and registered dietitian, and a contributor to Pulse + Signal. Follow Bridgette on Twitter: <a href="http://www.twitter.com/bcollado" target="_blank">www.twitter.com/bcollado</a>.</em></p>
<p>&nbsp;</p>
<p>References:<br />
Donovan, D.M. &amp; Marlatt, G.A. (Eds.). (2007). Assessment of addictive behavior (2nd ed.), The Guilford Press.</p>
<p>Hahn, B., Ross, T.J., Yang, Y., Kim, I., Huestis, M.A, Stein, E.A. (2007). Nicotine enhances visuospatial attention by deactivating areas of the resting brain default network. Journal of  Neuroscience, 27, 3477?3489.</p>
<p>Kassel, J.D., Stroud, L.R., &amp; Paronis, C.A. (2003). Smoking, stress, and negative affect: Correlation, causation, and context across stages of smoking. Psychological Bulletin, 129(2), 270-304.</p>
<p>Lawrence, N.S., Ross, T.J., Stein, E.A., (2002). Cognitive mechanisms of nicotine on visual attention. Neuron, 36 (3), 24, 539?548.</p>
<p>Vossel, S., Warbrick, T., Mobascher, A. Winterer, G. , &amp; Fink, G.R. (2011). Spatial and sustained attention in relation to smoking status: behavioural performance and brain activation patterns, Journal of Psychopharmacology, 25(11) 1485?1495.</p>
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		<title>Games for Health: Research, Development, and Clinical Applications.</title>
		<link>http://pulseandsignal.com/education/games-for-health-research-development-and-clinical-applications/</link>
		<comments>http://pulseandsignal.com/education/games-for-health-research-development-and-clinical-applications/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 14:37:32 +0000</pubDate>
		<dc:creator>Bridgette Collado</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Health Tech]]></category>
		<category><![CDATA[Public Health]]></category>
		<category><![CDATA[Public health 2.0]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[games for health]]></category>
		<category><![CDATA[health communications]]></category>
		<category><![CDATA[health2.0]]></category>

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		<description><![CDATA[My news feeds have been much abuzz with talk of the newly announced journal, Games for Health: Research Development, and Clinical Applications. Gaming for health is a topic we&#8217;ve been covering here at Pulse + Signal, so when we heard the news, we caught up with the journal&#8217;s Editor-in-Chief, Bill Ferguson, for a Q &#38; [...]]]></description>
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<p><a title="Games for Health: Research, Development and Clinical Applications" href="http://www.liebertpub.com/products/product.aspx?pid=398" target="_blank"><img class="alignright" title="Games For Health Journal Cover" src="http://www.liebertpub.com/Dcontent/covers/GamesforHealth.jpg" alt="" width="155" height="200" /></a>My news feeds have been much abuzz with talk of the newly announced journal, <a title="Games for Health: Research, Development and Clinical Applications" href="http://www.liebertpub.com/products/product.aspx?pid=398" target="_blank"><em>Games for Health: Research </em></a><a title="Games for Health: Research, Development and Clinical Applications" href="http://www.liebertpub.com/products/product.aspx?pid=398" target="_blank"><em>Development, and Clinical Applications</em></a>. Gaming for health is a topic we&#8217;ve been covering here at Pulse + Signal, so when we heard the news, we caught up with the journal&#8217;s Editor-in-Chief, Bill Ferguson, for a Q &amp; A.</p>
<p><a title="Mary Ann Liebert, Inc." href="http://www.liebertpub.com/" target="_blank">Mary Ann Liebert, Inc.</a>, the publishers of the anticipated journal, hope to bring greater cohesion to the field of health games with its launch in early 2012. In addition to peer-reviewed articles, the journal will feature product news and reviews, as well as reports from the field. Read on for more detail&#8230;</p>
<p>&nbsp;</p>
<p><strong><em>BC</em>: Why launch an academic journal for games for health?</strong></p>
<p><em>BF</em>: Health games are perhaps the most powerful new tools for the prevention and treatment of health issues.  I was asked by Mary Ann Liebert, the founder of our company, to attend the most recent games for health conference in Boston this past May to see if the field of health related games had matured to the point where the researchers, game developers, therapists, end users and so on would benefit from a dedicated journal.  I was very impressed by the depth and breadth of research going on in universities as well as the many very practical uses of games to improve the well-being of people with many different challenges.  Many of the key people I met including <a title="Debra Lieberman at UCSB" href="http://www.comm.ucsb.edu/people/faculty/lieberman.php" target="_blank">Debra Lieberman</a> of the University of California at Santa Barbara, <a title="Paul Tarini" href="http://www.rwjf.org/about/staffbio.jsp?id=392" target="_blank">Paul Tarini</a> of the <a title="RWJF Pioneer" href="http://www.rwjf.org/pioneer/" target="_blank">Robert Wood Johnson Foundation</a> and <a title="Ben Sawyer at DigitalMill" href="http://www.dmill.com/team.php" target="_blank">Ben Sawyer</a>, the organizer of the <a title="Games for Health" href="http://www.gamesforhealth.org/" target="_blank">conference</a>, enthusiastically supported the idea of a journal dedicated to games for health.</p>
<div>After gathering additional supportive information, Mary Ann, in her inimitable entrepreneurial way decided to launch <strong>Games for Health:  Research, Development, and Clinical Applications</strong>.  I’m very pleased she asked me to be the founding editor and to pull together an editorial board.  I was even happier at the enthusiastic acceptances I received from the true movers and shakers in the fields of academia, game development, platform manufacture and in field use.  I feel confident we will have strong demand and positive feedback right from the journal’s first issue this fall.<br />
<strong><em></em></strong></div>
<div><strong><em><br />
BC:</em> What role is the Robert Wood Johnson Foundation playing in the conception of the journal, if any?</strong></div>
<p><em><br />
BF</em>: <a title="RWJF Pioneer" href="http://www.rwjf.org/pioneer/" target="_blank">Robert Wood Johnson Foundation</a> has been a powerful force in health games research. At present, they have no official role in the journal although many of their grantees are on our editorial board.</p>
<p><strong><em>BC</em>: Who&#8217;s brain child is the new journal?<br />
</strong><br />
<em>BF</em>: If you take a moment to look at the history of <a title="Mary Ann Liebert, Inc." href="http://www.liebertpub.com/" target="_blank">Mary Ann Liebert, Inc.</a> you will see that she and our colleagues have been the pioneer publishers in some seventy health and human wellness fields including Diabetes Technology and Therapeutics in which we have worked closely with <a title="Sanofi" href="http://en.sanofi.com/home.asp" target="_blank">Sanofi</a>.  Our peer reviewed journals often precede public awareness of emerging health sciences as is the case with<strong> <a title="Games for Health: Research, Development and Clinical Applications" href="http://www.liebertpub.com/products/product.aspx?pid=398" target="_blank">Games for Health:  Research, Development, and Clinical Applications</a></strong>.</p>
<p><strong><em>BC</em>: Published articles will be peer reviewed, is that correct? With the diverse mix of developers, clinicians and researchers working in the field, how will reviewers be chosen? </strong></p>
<p><em>BF</em>: Yes, in addition to field reports, product reviews and news from the field, our content will feature peer reviewed research papers.  Two of our key editorial board members, <a title="Debra Lieberman at UCSB" href="http://www.comm.ucsb.edu/people/faculty/lieberman.php" target="_blank">Dr. Lieberman</a>, whom I mentioned, and <a title="Tom Baranowski at Baylor University" href="http://www.bcm.edu/cnrc/faculty/baranowskit.htm" target="_blank">Tom Baranowski, PhD</a> of Baylor University will help me to determine and enlist appropriate reviewers for each submitted paper.  We are currently putting together our website and I will be issuing a call for papers very soon.</p>
<p><strong><em>BC</em>: Are there plans to make the journal open source? If not, how can we gain access?</strong></p>
<p><em>BF</em>: The journal will be available by subscription in print and online.  The Games for Health:  Research, Development, and Clinical Applications website <a href="http://www.liebertpub.com/g4h%3chttp:/www.liebertpub.com/g4h" target="_blank">www.liebertpub.com/g4h</a> will feature complimentary sample issues and articles and clear instructions on how to submit articles and information of interest.</p>
<p><strong><em>BC</em>: How often will the journal be published?</strong></p>
<p><em>BF</em>: Initially, we will print bi-monthly with the hope that the volume of papers, news, activities and demand will drive us to monthly publication.</p>
<p><strong><em>BC</em>: Is there anything else you&#8217;d like our readers to know about the journal?</strong></p>
<p><em>BF</em>: I’d like your readers to know that they now have a forum to share their advancements, developments and interests in the field of games for health as well as a single source for leading edge news.  It is our goal to be a powerful vehicle for sharing and shaping this important new field.  Your contributions are welcome in Games for Health:  Research, Development, and Clinical Applications.</p>
<p>&#8211;<br />
Bridgette Collado for Pulse + Signal</p>
<p>Follow Bridgette at <a title="Bridgette Collado on Twitter" href="twitter.com/bcollado" target="_blank">twitter.com/bcollado</a></p>
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		<title>Health Game &#8216;Monumental&#8217; Takes the Next&#8230;Step</title>
		<link>http://pulseandsignal.com/games-for-health/health-game-monumental-takes-the-next-step/</link>
		<comments>http://pulseandsignal.com/games-for-health/health-game-monumental-takes-the-next-step/#comments</comments>
		<pubDate>Sun, 10 Jul 2011 16:50:04 +0000</pubDate>
		<dc:creator>Andre Blackman</dc:creator>
				<category><![CDATA[Games for Health]]></category>

		<guid isPermaLink="false">http://pulseandsignal.com/?p=1516</guid>
		<description><![CDATA[When Pulse + Signal was covering the Games for Health confence in Boston recently, we had the chance to highlight the Monumental game, created by Bill Sabram of MeYou Health. Recently Bill let us know that version 2.0 is now out for the interactive stair-climbing game! Currently the game is only available on the iPhone and [...]]]></description>
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<p><img class="aligncenter" src="http://a4.mzstatic.com/us/r1000/020/Purple/84/cb/80/mzl.boiichdw.320x480-75.jpg" alt="iPhone Screenshot 3" /></p>
<p>When Pulse + Signal was <a href="http://pulseandsignal.com/health-education/day1games4health2011/" target="_blank">covering the Games for Health confence</a> in Boston recently, we had the chance to<a href="http://pulseandsignal.com/uncategorized/a-monumental-step-toward-health-bill-sabram-talks-about-meyou-healths-iphone-game/" target="_blank"> highlight the Monumental game</a>, created by Bill Sabram of <a href="http://www.meyouhealth.com/" target="_blank">MeYou Health</a>.</p>
<p>Recently Bill let us know that version 2.0 is now out for the interactive stair-climbing game! Currently the game is only available on the iPhone and is available for <a href="http://itunes.apple.com/us/app/monumental-stair-climbing/id395405098?mt=8" target="_blank">free in the iTunes store</a>. Maybe an Android version is in the works?</p>
<p>If you have an iPhone, I&#8217;d encourage you to check it out and let us know what you think!</p>
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		<title>In Review: 2011 Games for Change Conference</title>
		<link>http://pulseandsignal.com/events/in-review-2011-games-for-change-conference/</link>
		<comments>http://pulseandsignal.com/events/in-review-2011-games-for-change-conference/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 02:52:35 +0000</pubDate>
		<dc:creator>Andre Blackman</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Review]]></category>

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		<description><![CDATA[The following is a guest post from Kristi Miller Durazo, conference attendee &#38; health innovation advocate. Read more about Kristi after the post. [Image: Games for Change] Games are the “Hot Ticket”, right!? Everything is a game. Just add a game to that and we have a solution&#8230;or, do we? As I consider the intersection [...]]]></description>
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<p><em>The following is a guest post from Kristi Miller Durazo, conference attendee &amp; health innovation advocate. Read more about Kristi after the post.</em></p>
<p><a title="Festival Day One: Tuesday, June 21 by Games for Change, on Flickr" href="http://www.flickr.com/photos/gamesforchange/5860786912/"><img src="http://farm4.static.flickr.com/3291/5860786912_eb4ddb7169_z.jpg" alt="Festival Day One: Tuesday, June 21" width="640" height="427" /></a></p>
<p>[Image: <a href="http://www.flickr.com/photos/gamesforchange/5860786912/in/set-72157627015187890" target="_blank">Games for Change</a>]</p>
<p><span style="font-size: small;">Games are the “Hot Ticket”, right!?  Everything is a game. Just add a game to that and we have a solution&#8230;or, do we?   As I consider the intersection of my experiences at <a href="http://www.gamesforhealth.org/">Games for Health</a> and then last week at <a href="http://www.gamesforchange.org/">Games for Change</a>, I note some common patterns emerging, but some major evolutionary differences in the spaces.  Both are excellent venues for exploring the progress, status and the future of games that share a societal benefit.  While that “benefit” may be personal (which is the premise of almost all “health games”), increasingly it is social and far more reaching in its potential in terms of broad policy and in societal change.  I don’t think, especially in traditional health, we’ve taken the next steps in how we view games.  Here are my personal observations:</span></p>
<ul>
<li><span style="font-size: small;"><strong>Games aren’t 	new. </strong></span><span style="font-size: small;">Games</span><span style="font-size: small;"><strong> </strong></span><span style="font-size: small;">are embedded in our past, our present, our future.  Card games, board 	games, real world games like tag and capture the flag have been 	around forever.  Now, however, we have three generations who have 	played electronic games, interactive games, now mobile games.  	Gaming isn’t new.  The technology, the scalability and the 	intersection with other media and social forms is advancing. </span></li>
<li><span style="font-size: small;"><strong>Games are a part 	of a bigger whole. </strong></span><span style="font-size: small;">Games can serve as a 	platform for awareness, engagement and action, but not in isolation. 	 As one speaker at Games for Change noted, you can’t just throw 	content at kids (or grownups, I add).  Games can be a “scaffold” 	from which content can hang.  <a href="http://exhibitions.nypl.org/100/digital_fun/play_the_game">Find 	the Future</a> is an example highlighted this week that takes the 	“content” message from the NYC Library and meshes it with a game 	as part of a “bigger whole</span>”.</li>
<li><span style="font-size: small;"><strong>Games tell 	stories. </strong></span><span style="font-size: small;">Games that truly have the 	objective of “change” have a narrative.  As Ken Eklund 	(@<a href="http://twitter.com/#!/writerguygames" target="_blank">writerguygames</a>) shared his in story about stories… “where 	beautiful fiction and reality resonate there is “suspension of 	disbelief” in which we become engaged in the experience” <a href="http://gambit.mit.edu/loadgame/elude.php">ELUDE</a> from MIT has been highlighted at a number of conferences as an 	immersive story experience within traditional video game dynamics. Pulse + Signal <a href="http://pulseandsignal.com/education/elude-gaming-as-the-opposite-of-play/" target="_blank">also covered Elude</a> during the Games for Health conference. Even in mainstream, mass market games, stories are key.  Speakers 	pointed out that many kids are learning more history in “Call of 	Duty” than they are in school.  <a href="http://www.urgentevoke.com/">EVOKE</a> uses a graphic novel as the channel for telling its story.  But the 	storyline, regardless of channel is critical.</span></li>
<li><span style="font-size: small;"><strong>Games are about 	experiences.</strong></span><span style="font-size: small;"> Increasingly, games are part 	of a greater “transmedia experience” that immerses the players 	through film, art, narrative, play and social interaction.  <a href="http://www.itvs.org/interactive">ITVS</a> has long been a leader in the transmedia space.  Their new 	initiative around <a href="http://twitpic.com/5erab4">Women and 	Girls 2016</a> (photo via @devonsmith) incorporates a wide range of 	media, including games into their work.  <a href="http://america2049.com/">America 	2049</a> also uses design, storytelling, games and transmedia to 	engage players on multiple levels, taking “Facebook Game” to an 	entirely new place.</span> <span style="font-size: small;">Community management is 	critical at keeping the experience alive and evergreen.</span></li>
<li><span style="font-size: small;"><strong>Games can be 	simply executed. </strong></span><span style="font-size: small;">Simple mobile platforms 	make game play ubiquitous regardless of technology.  In the 	developing world where more people have phones than running water, 	simple interfaces like IM, SMS and IVR are the channels of choice.  	However, the power of the story and the social interaction remain 	critical to success.</span></li>
<li><span style="font-size: small;"><strong>Games are social 	and dynamic.</strong></span><span style="font-size: small;"> Increasingly, games will be 	more…</span><span style="color: #444444;"><span style="font-family: Georgia, serif;"><span style="font-size: medium;"> </span></span></span><span style="font-size: small;">active, mobile, global, 	collaborative, networked, interdisciplinary.  In remarks by 	<a href="http://twitter.com/#!/natronbaxter" target="_blank">@natronbaxter</a> regarding lessons learned in EVOKE:  “In the future, 	games will be designed for mobile platforms with access points for 	the web vs. the other way around.” </span><span style="font-size: small;"> But 	that doesn’t necessarily mean “there’s an app for that.”  	It’s less about being on 24/7.  It’s about being “just in 	time” available when and where I want it.  In EVOKE, players even 	went outside the game to “riff” on the experience.  From 	creating wikis to embedded librarians who provided deeper 	resources into the game play, the social interface outside the game 	developed on its own.</span></li>
<li><span style="font-size: small;"><strong>Games for change 	needs networked expertise. </strong></span><span style="font-size: small;">As <a href="http://twitter.com/#!/DouglasCrets" target="_blank">@DouglasCrets</a> commented during the conference, “the big lesson right now is that 	it’s not important to be THE expert.  It’s important to be the 	person with a network of experts.” <a href="http://www.devonvsmith.com/2011/06/games-for-change-conference/" target="_blank">Devon Smith</a> extends that 	thought:  “Nobody has the expertise across game design, funding 	and social impact, so partnerships are abundant.”</span></li>
</ul>
<p><span style="color: #000000;"><span style="font-size: small;">As we move forward in the health space, I’m struck by the words of </span></span><a href="http://www.authentichappiness.sas.upenn.edu/Default.aspx"><span style="font-size: small; color: #3366ff;">Dr. Martin Seligman</span></a><span style="color: #000000;"><span style="font-size: small;"> in his keynote remarks at Games for Health:  well-being is so much more than the absence of disease or unhappiness.  If we combine that thinking with the big thinking coming out of Games for Change, we can create a new landscape for health not only in the US, but worldwide.  Where is our EVOKE, where is our America2049?  To paraphrase Seligman, where do we “Flourish”?</span></span></p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Kristi Miller Durazo is the Senior Strategist at the American Heart Association. In her work, she explores innovative opportunities to integrate health into the paths of people’s everyday life and examines trends that will drive our world 5, 10, 20 years from now. Her current focus areas include investigating the role design of built environments influences on health, solutions to aging in place challenges, the role of gaming and game theory in health and socialization and health. Kristi also worked with <a href="http://janemcgonigal.com/" target="_blank">Jane McGonigal</a> who created <a href="http://cryptozoo.ning.com/profiles/blogs/who-invented-cryptozoo-and-why" target="_blank">CryptoZoo</a> for the American Heart Association. CryptoZoo is an alternative reality, real world urban play game and winner of the 2009 ComeOut and Play Festival’s “Best Use of Narrative” award. Her views here are expressed on her own and not those of the AHA.</p>
<p><em>You can find Kristi on Twitter at www.twitter.com/krash63 or on LinkedIn at http://www.linkedin.com/in/kristimiller63<br />
</em></p>
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		<title>Elude: Gaming as the &#8220;Opposite of Play&#8221;</title>
		<link>http://pulseandsignal.com/education/elude-gaming-as-the-opposite-of-play/</link>
		<comments>http://pulseandsignal.com/education/elude-gaming-as-the-opposite-of-play/#comments</comments>
		<pubDate>Tue, 24 May 2011 04:14:32 +0000</pubDate>
		<dc:creator>Bridgette Collado</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Health Education]]></category>
		<category><![CDATA[Health Literacy]]></category>
		<category><![CDATA[Health Tech]]></category>
		<category><![CDATA[Public health 2.0]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[depression]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[health literacy]]></category>

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		<description><![CDATA[Last week at the Games for Health 2011 conference, Dr. Doris Rusch (MIT-Singapore GAMBIT Game Lab) presented her groundbreaking game, Elude. Elude is not like most games &#8211; its intention is not to &#8220;play&#8221; but just the opposite. A beautifully designed metaphor, Elude is a  tool for people supporting others with depression. For people who have [...]]]></description>
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<p style="text-align: left;"><img class="alignleft" title="Elude" src="http://gambit.mit.edu/images/elude0.jpg" alt="" width="227" height="128" />Last week at the Games for Health 2011 conference, <a href="http://gambit.mit.edu/credits/developers.php#dcrusch" target="_blank">Dr. Doris Rusch</a> (MIT-Singapore GAMBIT Game Lab) presented her groundbreaking game, <em>Elude</em>. <a href="http://gambit.mit.edu/loadgame/elude.php" target="_blank">Elude</a> is not like most games &#8211; its intention is not to &#8220;play&#8221; but just the opposite. A beautifully designed metaphor, Elude is a  tool for people supporting others with depression.</p>
<blockquote>
<p style="text-align: left;">For people who have never experienced it before, depression is difficult to understand. It is not simply sadness, as many may think; it is more akin to an all-encompassing hopelessness, a failure to connect to or derive meaning from the outside world. By tapping into the experiential aspects of the video game medium, Elude&#8217;s metaphoricalmodel for depression serves to bring awareness to the realities of depression by creating empathy with those who live with depression every day. (<a href="http://gambit.mit.edu/loadgame/elude.php" target="_blank">GAMBIT Labs</a>)</p>
</blockquote>
<p style="text-align: left;">Sitting in the dark hall, the music, scenes, and up- and downward visual pull of the game quickly sent my emotions astir. This trailer gives you a taste.</p>
<p style="text-align: left;">&nbsp;</p>
<p style="text-align: center;"><object id="ttvplayer" width="437" height="288" data="http://www.kaltura.com/index.php/kwidget/wid/_203822/uiconf_id/1898102/entry_id/0_9j1bxhuo/" allowfullscreen="true" allownetworking="all" allowscriptaccess="always" type="application/x-shockwave-flash" name="ttvplayer"><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="allowFullScreen" value="true" /><param name="bgcolor" value="#000000" /><param name="movie" value="http://www.kaltura.com/index.php/kwidget/wid/_203822/uiconf_id/1898102/entry_id/0_9j1bxhuo/" /><param name="flashVars" value="autoPlay=false&amp;streamerType=rtmp" /><a href="http://ttv.mit.edu">MIT Tech TV</a></object></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: left;">Elude is designed for the clinical setting, as part of a psycho-education package for friends and family of those living with depression. As I sat imagining this play out between clinician, client and family, my mind wandered to health literacy and realized that this type of education doesn&#8217;t fit in our current definitions. According to <a href="http://http://www.cdc.gov/healthmarketing/healthliteracy/">Healthy People</a> health literacy is &#8220;the capacity to obtain, process, and understand basic health information and services to make appropriate health decisions.&#8221; <em>What about the ability to empathize with others&#8217; and their health struggles?</em></p>
<p style="text-align: left;">This has caused me to contemplate our current definitions of health literacy. Would the inclusion of empathy be too complex? Does it even make sense in the context of health literacy? As a society we certainly push for awareness of health conditions, with new awareness days/weeks/months cropping up regularly. Do we strive to understand though?</p>
<p style="text-align: left;">What do you think? Are we too restrictive in our definition of health literacy? Please leave me your comments and links to conversations I may have missed!</p>
<p style="text-align: left;">- Bridgette</p>
<p style="text-align: left;"><a href="http://bridgettecollado.magnt.com/">Bridgette Collado</a> is a free-lance health communication consultant and recent addition to the Pulse + Signal team. You can find her on twitter as<a href="http://twitter.com/bcollado" target="_blank">@bcollado</a>.</p>
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		<title>Beyond Entertainment: The 2011 Games for Health conference kicks off in Boston.</title>
		<link>http://pulseandsignal.com/health-education/day1games4health2011/</link>
		<comments>http://pulseandsignal.com/health-education/day1games4health2011/#comments</comments>
		<pubDate>Wed, 18 May 2011 01:06:31 +0000</pubDate>
		<dc:creator>Bridgette Collado</dc:creator>
				<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Health Education]]></category>
		<category><![CDATA[Health in Society]]></category>
		<category><![CDATA[Health Literacy]]></category>
		<category><![CDATA[Public Health]]></category>
		<category><![CDATA[Public health 2.0]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[gamesforhealth]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[health games]]></category>

		<guid isPermaLink="false">http://pulseandsignal.com/?p=1424</guid>
		<description><![CDATA[The 7th annual Games for Health conference began today in Boston. This conference is one of several going on now as part of Games Beyond Entertainment Week, organized by Digitalmill, Inc. and is supported by the Pioneer Portfolio of the Robert Wood Johnson Foundation. Today&#8217;s pre-conference line-up did not disappoint &#8211; I&#8217;m only sorry that I [...]]]></description>
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<p><img class="alignleft" title="Games for Health" src="http://www.dmill.com/images/gfh-logo-small.gif" alt="" width="152" height="100" /></p>
<p>The 7th annual <a href="http://gamesforhealth.org">Games for Health</a> conference began today in Boston. This conference is one of several going on now as part of <a href="http://www.gamesbeyondentertainment.com/Games_Beyond_Entertainment_Week/Welcome.html">Games Beyond Entertainment Week</a>, organized by <a href="http://www.dmill.com">Digitalmill</a>, Inc. and is supported by the Pioneer Portfolio of the <a href="http://www.rwjf.org/">Robert Wood Johnson Foundation</a>. Today&#8217;s pre-conference line-up did not disappoint &#8211; I&#8217;m only sorry that I couldn&#8217;t attend every presentation! From accessibility to sensors, prevention to rehabilitation, medical education to research, the day was packed with awesome speakers, great design and a whole lot of inspiration. Here are just a few of today&#8217;s take-aways&#8230;</p>
<p>1. Gaming has the potential for application in a long list of healthcare topics.</p>
<p><a href="www.continuaalliance.org" target="_blank">Continua Health Alliance</a> talked about the many health gaming opportunities, including integrative health activities, simple secondary input, chronic disease care and diagnostic gaming.</p>
<p>2. Incentives work.</p>
<p>Incentivizing gaming was a practice and recommendation across the board. Continua Health Alliance provided that competitions are the greatest motivators (the speaker referenced Partners Healthcare data not available in the public domain). Group competitions were also a hot topic &#8211; they are not only highly motivating but add a social dynamic different from head-to-head rivalry. Creativity and supplying options were also mentioned as important factors in considering incentives, for example, allowing one to apply credit to a cause, or trade it in for mobile minutes, may be more motivating than cash for some.</p>
<p><img class="alignright" style="padding: 0px; margin: 0px; border: 0px none initial;" title="Image of Monumental - The free iPhone app that takes you to the top of virtual monuments as you climb real stairs." src="http://www.meyouhealth.com/storage/monumental_shot.png?__SQUARESPACE_CACHEVERSION=1296758557621" alt="" width="192" height="252" /></p>
<p>3. Users who share their success do better.</p>
<p><a href="http://twitter.com/billsabram">Bill Sabram</a> of <a href="http://www.meyouthealth.com" target="_blank">MeYou Health</a> talked to this point, touting the power of connection. In Monumental, MeYou Health&#8217;s free iPhone app that &#8220;takes you to the top of virtual monuments as you climb real stairs,&#8221; users can share results with other users through social plug-ins, and these users are more successful.</p>
<p>Tomorrow looks just as promising! So, look for more conference coverage tomorrow on Pulse + Signal and follow the hashtag #G4H11 for live news.</p>
<p>&#8211;</p>
<p>Bridgette (a.k.a. <a href="http://twitter.com/bcollado" target="_blank">@bcollado</a>)</p>
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		<title>The Culture of Innovation at HopeLab</title>
		<link>http://pulseandsignal.com/games-for-health/the-culture-of-innovation-at-hopelab/</link>
		<comments>http://pulseandsignal.com/games-for-health/the-culture-of-innovation-at-hopelab/#comments</comments>
		<pubDate>Wed, 10 Nov 2010 20:34:44 +0000</pubDate>
		<dc:creator>Andre Blackman</dc:creator>
				<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Public health 2.0]]></category>
		<category><![CDATA[innovation companies]]></category>

		<guid isPermaLink="false">http://pulseandsignal.com/games-for-health/the-culture-of-innovation-at-hopelab/</guid>
		<description><![CDATA[Here at Pulse + Signal, I’m always really excited about the new ideas and initiatives that come from great organizations focused on making a difference for the public’s health. One of those organizations that I’ve been familiar with since taking a visit to the 2008 Health 2.0 conference in San Francisco, is HopeLab – they [...]]]></description>
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<p>Here at Pulse + Signal, I’m always really excited about the new ideas and initiatives that come from great organizations focused on making a difference for the public’s health. One of those organizations that I’ve been familiar with since taking a visit to the <a href="http://www.playnormous.com/blog/?p=263" target="_blank">2008 Health 2.0 conference</a> in San Francisco, is <a href="http://www.hopelab.org/" target="_blank">HopeLab</a> – they definitely fit the description of innovative and concerned for our nation’s health.</p>
<p>Yesterday I saw a tweet from them pointing to a <a href="http://blog.hopelab.org/2010/11/01/come-on-in-a-look-into-hopelab%E2%80%99s-culture/" target="_blank">blog post highlighting their culture</a>. It immediately put a smile on my face and caught the attention of my good friend <a href="http://www.freerangecomm.com/" target="_blank">Fran Melmed</a> who pretty much captured my same sentiment:</p>
<p><a href="http://pulseandsignal.com/wp-content/uploads/2010/11/hopelabtweet.jpg"><img title="hopelabtweet" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="288" alt="hopelabtweet" src="http://pulseandsignal.com/wp-content/uploads/2010/11/hopelabtweet_thumb.jpg" width="600" border="0" /></a>&#160; </p>
<p>Fun, positive and making real impact. To grab some text from their site, here is what they are all about:</p>
<blockquote><p>Today we’re working to harness the power and appeal of technology to improve kids’ health. Our work with Re-Mission <a href="http://www.hopelab.org/our-research/re-mission-outcomes-study/">demonstrated</a> that specially designed technology can be both fun and effective in driving positive health behavior in young people.</p>
<p>Our nonprofit mission is to combine rigorous research with innovative solutions to improve the health and quality of life of young people with chronic illness. We work closely with young people to understand their needs and to incorporate their critical and ongoing input into our product development, and we are committed to the scientific study of our products to ensure that they are effective.</p>
<p>We focus our efforts on diseases in which there is significant unmet need among young people and where we believe there is potential for HopeLab to have great impact:</p>
<p>•&#160;&#160;&#160; <a href="http://www.hopelab.org/innovative-solutions/re-mission%E2%84%A2/">Cancer</a>      <br />•&#160;&#160;&#160; <a href="http://www.hopelab.org/innovative-solutions/gditty/">Obesity</a>      <br />•&#160;&#160;&#160; Sickle cell disease      <br />•&#160;&#160;&#160; Autism      <br />•&#160;&#160;&#160; Major depressive disorder</p>
</blockquote>
<p>I really think this is a great way to indirectly tell your organization’s story. Not only does it give interested parties a chance to understand more about what you do, it adds character. Personality. Substance. All of this completes your brand and how people feel about what your mission is accomplishing. Sure, funding is always something that many nonprofits wish to always be taken care of and that’s why there is a donate button on the front page.</p>
<p>But allowing us to take a peek into what makes them an innovative place where people actually want to contribute ideas and hard work – that is a form of storytelling that creates a win win situation for all parties involved. It certainly continues to make me a fan.</p>
<p><a href="http://pulseandsignal.com/wp-content/uploads/2010/11/hopelab.jpg"><img title="hopelab" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="428" alt="hopelab" src="http://pulseandsignal.com/wp-content/uploads/2010/11/hopelab_thumb.jpg" width="604" border="0" /></a> </p>
<p>Here are some other great links highlighting the company:</p>
<p>From ShapingYouth blog: <u><font color="#1f9499"><a href="http://www.shapingyouth.org/?p=1243" target="_blank">HopeLab Raises a Ruckus to Get Kids Moving</a></font></u></p>
<p>From healthGAMERS blog: <u><font color="#1f9499">&#160;<a href="http://www.healthgamers.com/2010/research-theory/videogames-and-exercise-for-kids-closing-the-loop/" target="_blank">Videogames and Exercise for Kids: Closing the Loop</a></font></u></p>
</p>
<p>Fast Company article: <a href="http://www.fastcompany.com/magazine/131/hopelab-video-games-for-health.html" target="_blank">Video Games for Health</a></p>
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		<title>Insert Coin: The Health Game Idea Challenge</title>
		<link>http://pulseandsignal.com/health-education/insert-coin-the-health-game-idea-challenge/</link>
		<comments>http://pulseandsignal.com/health-education/insert-coin-the-health-game-idea-challenge/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 12:44:20 +0000</pubDate>
		<dc:creator>Andre Blackman</dc:creator>
				<category><![CDATA[Games for Health]]></category>
		<category><![CDATA[Health Education]]></category>
		<category><![CDATA[humana]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[insert coin]]></category>
		<category><![CDATA[super mario]]></category>
		<category><![CDATA[video games]]></category>

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		<description><![CDATA[Remember what I mentioned regarding the importance of competition for health innovation? Well the good folks over at Humana are definitely aware of this and have recently unveiled a new competition focused on healthy gaming. No strangers to the health games arena, the Humana and their Insert Coin challenge are asking you: &#8220;Got a GREAT [...]]]></description>
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<p><a title="Super Mario 1up Mushroom by F?.O?.T, on Flickr" href="http://www.flickr.com/photos/patrickfrost/3130161554/"><img src="http://farm4.static.flickr.com/3283/3130161554_579f92b314.jpg" alt="Super Mario 1up Mushroom" width="426" height="282" /></a></p>
<p>Remember what I mentioned regarding <a href="http://pulseandsignal.com/2009/05/26/healthy-competition-the-importance-of-contests-for-health-innovation/" target="_blank">the importance of competition for health innovation</a>? Well the good folks over at Humana are definitely aware of this and have recently unveiled a new competition focused on healthy gaming.<a href="http://humanagames.com/#/home/" target="_blank"> No strangers to the health games arena</a>, the Humana and their<a href="http://humanagames.com/#/insert_coin/" target="_blank"> Insert Coin challenge</a> are asking you: &#8220;Got a GREAT idea for a healthy game?&#8221;</p>
<p>The contest started last Thursday (June 11) but don&#8217;t fret &#8211; you have until September 9th to get entries in! Keep in mind, the games to be submitted can range from those geared toward little kids to those focused on the elderly &#8211; so the canvas for creativity is huge!</p>
<p>Speaking of creativity, my buddy <a href="http://twitter.com/Naimul" target="_blank">Naimul</a> (one of the awesome people at Humana) turned his swag on with this hilarious rap music video promoting the Insert Coin challenge as well as giving tribute to his love for 8-bit video games.</p>
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<p>You can also peek into the minds of some pretty innovative folks from Humana at <a href="http://crumpleitup.com/blog" target="_blank">the Crumple It Up blog</a>.</p>
<p><a href="http://www.flickr.com/photos/patrickfrost/3130161554/" target="_blank">Photo credit: Patrick Frost</a></p>
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