A recent study by researchers demonstrated playing video games was positively correlated with the ability to perform minimally-invasive surgery techniques.
What better way is there to entice gamifiers and game-designers to work than to hold a friendly competition? The Robert Wood Johnson Foundation (RWJF) is holding a $200,000 competition to find the best game applications to improve individual and community health.
The Aligning Forces for Quality (AF4Q) Games to Generate Data Challenge will be an open contest that will challenge developing teams to take data from the RWJF and apply it to improving health care with games. This contest is the second cash challenge sponsored by the Aligning Forces for Quality, which previously challenged designers to create gamified applications that assisted healthcare practitioners in generating quality data.
Games in health are often used to educate patients or promote healthy lifestyles. Now games are being used to educate physicians and medical office staff as well. As more practices adopt electronic health records, patient privacy and data security have become bigger challenges. Smaller practices particularly face challenges in complying with HIPAA standards while coping with fewer resources available for training. Now, a new game developed by the Health and Human Services Office of the National Coordinator for Health Information Technology is helping teach health care employees best practices for protecting medical data.
A recent pilot study at Boston Children’s Hospital has found that a game called RAGE Control can help calm children who express serious anger episodes.
When you visit LinkedIn, one of the most ominous features encouraging profile completion is the progress bar telling you that your profile has a long way to go before you’re complete.
This very basic example of “gamification” has helped LinkedIn efficiently grow its global user base with relevant, accurate and high-value data. In simple terms, Gamification means to use game theory or game mechanics in non-game situations to manipulate and reward behavior.
TThough our ideal self-images tend to project what we wish we were (in mine I look like David Beckham, talk like John Cleese), the reality is often at least slightly more painful. As a result, many of us are on a mission to pursue our better selves as we devise and harbor umpteen (often vague) person goals, like actually going to the dentist or finally finishing an Ironman. Now, thanks to the rise (and affordability) of smarter tools, apps and devices, it’s easier than ever to track our progress, which has in turn given new life to the Quantified Self movement
Community encouragement service LifeKraze has launched its iOS app and announced a campaign, dubbed “Mission: Inspire,” with twelve Olympic athletes to inspire users.
Zombies, the seemingly ever-present staple of gaming, can be found on countless iOS titles. Usually players are doing their best to run away from any hordes of zombies that they encounter, and that’s exactly what players do in Zombies, Run!.
The difference here is that while in other, more traditional games, players control on screen characters and run them away from the zombies whereas in this fitness game players are actually doing the running themselves. This clever cross between a game and a fitness app tracks players via GPS and plays an original audio story while the player runs.
Family of Heroes by Kognito is an online simulation that helps equip families and friends of veterans to recognize symptoms of post-deployment stress and encourage veterans to seek help at the VA.
Forget AP Biology and Latin class: get those pre-meds hooked on Call of Duty. The University of Texas Medical Branch at Galveston found that teenage video gamers were better at simulated surgery than medical residents.
Beyond the levels, badges, reward points and promised engagement increases, there are many behaviourist game designers who see games as persuasive tools for social change.
Sally Merry, associate professor at University of Auckland, led the research team of New Zealand to develop SPARX—the game to help patients fight depression...
I was asked by Tom Post, my editor at Forbes.com who occasionally guides us contributors, to take a stab at writing about gamification in an email today. Little did he know today I have a lot to say about the topic of making work into play.
Video games sometimes get a bad rap for negative affects on public health. But if you choose wisely, gaming can help people improve their health and disease outcomes in all stages of life.
If you have been keeping up with general gamification news, you might be aware of the Nike Fuelband that came out in February this year.The FuelBand is another addition to the Nike+ line of products that seek to quantify and track your physical workouts,
magine for a moment that you had no internal volume control. Everything you saw, heard, and felt was perceived by your brain at equal intensity–from the birds singing outside your window and the dripping of the faucet to the person giving you instructions. Imagine that you were unable to prioritize this information, to sort out the unnecessary or redundant images to focus on the information central to your needs and purposes.
App utilises game mechanics and motivational design to help poeple quit smoking.
After entering in all your info (age, how many smoked per day, how soon you want to quit, etc.), you are presented with a screen that has two very prominent buttons, “I Smoked” and “Having a Craving.” Obviously, hitting the “I Smoked” button adds to your daily allowance of cigarettes, but hitting the “Having A Craving” button flashes you a random tip on how to squash the urge.
As you go along on your journey to stop smoking, you can look at your history charts, how you did per month, your achievements (think Foursquare badges), and you have full access to the LIVESTRONG.com community. The community works like an AA buddy, allowing for you and others to say, out loud to the world, that you are strong enough to quit.
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