Few days ago I was in France at the Cannes Festival of Creativity (A.K.A Cannes Lions Festival) and watched an awesome presentation by Jane McGonigal, an American game designer and author who advocates for the use of mobile and digital technology to channel positive attitudes and collaboration, in a real world context.
Jane talked about how games could change the quotidian and bring positive effects to the contemporary world. The author also spoke about how games make us resilient and could be used in non-gaming context.
McGonigal brought an excellent case to the audience about how, in clinical trials, casual games outperform pharmaceuticals for anxiety, depression and other health disturbers. To illustrate that interface between games and healthcare, Jane used as an example the game Re-Mission (HopeLab, 2006). In that game the player is inside the bloodstream of a cancer patient as his/her mission is to destroy the cancer cells with a special weapon. The video below shows the gameplay of Re-Mission:
This game is used in the treatment of children with cancer. As Jane said, in the behavioral side the patients tend to have better chemotherapy adherence (20% higher blood chemo levels), and in the psychological side patients tend to have higher rates of self-efficacy.
There’s so much to research in this area but I think authors like Jane McGonigal are doing a great job.
And I recommend the book “The reality is broken” from this author to start a new discussion about the use of ludic interfaces in non-game contexts like health, politics, serious causes and education.
Jane talked about how games could change the quotidian and bring positive effects to the contemporary world. The author also spoke about how games make us resilient and could be used in non-gaming context.
McGonigal brought an excellent case to the audience about how, in clinical trials, casual games outperform pharmaceuticals for anxiety, depression and other health disturbers. To illustrate that interface between games and healthcare, Jane used as an example the game Re-Mission (HopeLab, 2006). In that game the player is inside the bloodstream of a cancer patient as his/her mission is to destroy the cancer cells with a special weapon. The video below shows the gameplay of Re-Mission:
This game is used in the treatment of children with cancer. As Jane said, in the behavioral side the patients tend to have better chemotherapy adherence (20% higher blood chemo levels), and in the psychological side patients tend to have higher rates of self-efficacy.
There’s so much to research in this area but I think authors like Jane McGonigal are doing a great job.
And I recommend the book “The reality is broken” from this author to start a new discussion about the use of ludic interfaces in non-game contexts like health, politics, serious causes and education.