With funding from RWJF's Health Games Research national program, nine
research teams across the country will conduct extensive studies to discover,
for example, how the popular dance pad video game Dance Dance Revolution might
help Parkinson's patients reduce the risk of falling, how Wii Active might be
most effectively implemented in high schools to help overweight students lose
weight, how a mobile phone game with a breath interface might help smokers quit
or reduce their tobacco use, or how facial recognition games might be designed
to help people with autism learn to identify others' emotions.
Health Games Research is supported by an $8.25 million grant from RWJF's
Pioneer Portfolio, which funds innovative projects that may lead to breakthrough
improvements in the future of health and health care. The national program,
which conducts, supports, and disseminates research to improve the quality and
impact of health games, is headquartered at the University of California, Santa
Barbara. It is directed by Debra Lieberman, Ph.D., communication researcher in
the university's Institute for Social, Behavioral, and Economic Research and a
leading expert in the research and design of interactive media for learning and
health behavior change. The grants were awarded under the program's second
funding round to strengthen the evidence base in this emerging field.
"Digital games are interactive and experiential, and so they can engage
people in powerful ways to enhance learning and health behavior change,
especially when they are designed on the basis of well-researched strategies,"
said Lieberman. "The studies funded by Health Games Research will provide
cutting-edge, evidence-based strategies that designers will be able to use in
the future to make their health games more effective."
The nine research teams, chosen from among 185 proposals, each have been
awarded between $100,000 and $300,000 to lead one- to two-year studies of
digital games that engage players in physical activity and/or motivate them to
improve how they take care of themselves through healthy changes in lifestyle;
prevention behaviors; cognitive, social or physical skills; chronic disease
self-management; and/or adherence to a medical treatment plan. Studies will
focus on diverse population groups that vary by race and ethnicity, health
status, income level, and game-play setting, with age groups ranging from
elementary school children to 80-year-olds. The research teams will study
participants' responses to health games played on a variety of platforms, such
as video game consoles, computers, mobile phones and robots.
"The pace of growth and innovation in digital games is incredible, and we see
tremendous potential to design them to help people stay healthy or manage
chronic conditions like diabetes or Parkinson's disease. However, we need to
know more about what works and what does not—and why," said Paul Tarini, team
director for RWJF's Pioneer Portfolio. "Health Games Research is a major
investment to build a research base for this dynamic young field. Further, the
insights and ideas that flow from this work will help us continue to expand our
imagination of what is possible in this arena."
The nine grant recipients are:
* Children's Hospital of Philadelphia (Philadelphia, PA) Reward Circuitry,
Autism and Games that Teach Social Perceptual Skills—tests effects of facial
perception games on the brain activity and facial perception skills of 8- to
12-year-old children who have been diagnosed with an autism spectrum disorder (ASD).
Children with ASD tend to have difficulty perceiving and interpreting facial
expressions and recognizing a person's identity by observing their face. The
games used in the study challenge them to notice subtle differences in faces and
expressions and give them opportunities to rehearse these skills and receive
feedback on their performance. Behavioral testing and use of functional Magnetic
Resonance Imaging (fMRI) of players' brains before and after playing the games
for 50 hours over the course of eight weeks will help the researchers determine
how the games influence facial perception skills and how the brain changes in
response to these game experiences.
* George Washington University (Washington, DC) Active-Adventure:
Investigating a Novel Exergaming Genre in Inner City School Physical Education
Programs—compares physical, psychological and behavioral effects of three
activities: (1) playing Winds of Orbis, a video game that involves an upper and
lower body workout as the player moves in order to control a character's
movements in the game; (2) playing Dance Dance Revolution, a popular video game
that provides a lower body workout as players dance on a pad that detects their
dance steps; and (3) engaging in traditional physical education activities at
school. Study participants are inner-city African-American and Hispanic students
from grades 1-8 who are randomly assigned to the three groups. The study
examines various outcomes such as their enjoyment of the activities, attitudes
toward physical activity, amount of exercise and number of calories burned.
* Georgetown University (Washington, DC) Wii Active Exergame Intervention for
Low-Income African-American Obese and Overweight Adolescents—assigns obese and
overweight urban high school students to (1) play the Wii Active competitively
after school with the goal of lowering their body mass index (BMI), (2) play the
Wii Active cooperatively in a team after school with the goal of helping each
other reduce their BMI, or (3) play with no access to Wii Active after school
(control condition). The seven-month field experiment examines physiological,
social and cognitive outcomes of participants in all three groups to determine
whether those who play Wii Active are more physically active; lose more weight;
develop greater self-esteem; have more friends; and have better memory,
attention and other cognitive skills than those assigned to the control group.
The study also examines whether competitive or cooperative game play influences
these outcomes the most.
* Long Island University (Brooklyn, NY) Dance Video Game Training and Falling
in Parkinson's Disease—compares the use of a commercially available dance pad
video game, Dance Dance Revolution, to two traditional treatment options that
help people with Parkinson's Disease reduce their risk of falling by increasing
their balance, strength, endurance, motor coordination and visual-motor
integration. The two traditional treatments are rhythmic stepping and treadmill
training with music. The researchers assess balance, motor function, reaction
time and self-confidence to evaluate the game in comparison to the two
traditional treatments. They also use functional Magnetic Resonance Imaging (fMRI)
to observe participants' brain activity.
* Michigan State University (East Lansing, MI) Buddy Up! Harnessing Group
Dynamics to Boost Motivation to Exercise. Research has found that people will
work harder with a partner in a strenuous physical task than when working alone,
especially if the partner is moderately better at the task. This study provides
a virtual partner that engages in exercises with participants on the Eye Toy:
Kinetic camera-based video game. College-age study participants are randomly
assigned to engage in Eyetoy: Kinetic exercises either with a virtual partner or
alone. Characteristics of the partner are varied to see which are most effective
at improving endurance and exercise time.
* Michigan State University (East Lansing, MI) Short-Term and Long-Term
Effectiveness of Exergames for Young Adults—investigates effects of the Mount
Olympus game, a 3D fantasy role-playing game that requires players to move their
upper and lower body in order to control their character's movements throughout
the world of the game. Overweight and inactive college students participate in
the study, which randomly assigns them either to play Mount Olympus or to use a
motivational Web site designed to promote and support physical activity. The
study examines the extent to which each media activity meets individuals' needs
for competence, autonomy and social relatedness, and how meeting these needs may
motivate engagement in the activity. More engagement is expected to lead to more
physical activity in daily life and therefore to more weight loss and better
health outcomes.
* Teachers College, Columbia University (New York, NY) Lit: A Game
Intervention for Nicotine Smokers—develops and evaluates a smoking reduction
game delivered on a mobile phone. The game is intended to be an alternative to
smoking with the goal of reducing or eliminating tobacco use in players' lives.
The game involves breathing into a microphone to control gameplay and is coupled
with sound, color, images, challenges and feedback to mimic the stimulant and
relaxant effects of smoking. Effects will be evaluated through emotional
response and physiological measures (electroencephalogram (EEG), heart rate,
galvanic skin response) and compared to subjects after smoking or after playing
the game in lieu of smoking. If successful, the game will emulate the effects of
smoking as a replacement therapy for smokers who want to quit.
* University of California, San Francisco (San Francisco, CA) A Video Game to
Enhance Cognitive Health in Older Adults. As people age, they lose some of their
ability to sustain their attention and to focus their attention on their main
task while ignoring distractions. This study aims to improve these and other
related cognitive skills by using a driving game in which players practice
paying attention to relevant information, such as traffic signs, and ignoring
irrelevant information, such as billboards. The study monitors brain activity
with electroencephalogram (EEG) recordings and observes eye position and game
performance in younger adults (ages 18 to 30) and older adults (ages 60 to 80)
before and after six weeks of game play. The study assesses changes in cognitive
ability, brain activity and transfer of game-related skills to similar cognitive
operations and activities that take place in daily life.
* University of Southern California (Los Angeles, CA) Robot Motivator:
Towards Adaptive Health Games for Productive Long-Term Interaction — examines
the influence of virtual social characters on people's motivation to exercise.
Study participants ages 60 and older are randomly assigned to exercise by
following the lead of either (1) an embodied character, which is a human-looking
robot that demonstrates exercises right there in the room with them or (2) an
animated presentation of the same robot on a television screen. The study
investigates the role of physical embodiment and social presence on
participants' motivation to engage and persist in exercise and physical
activity.
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