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 The team behind Games for Health Journal wishes   you a happy 2012 - a very promising year for health games research, development,  and clinical applications and the launch of our print and online  journal—powerful  new resources to share and shape developments in this  burgeoning field. And we came a long way in 2011. One of the developments  of the year that caught my eye was Pamela Kato's work in validating the  effectiveness of health games.  While this is clearly early work, my sense is  that as games become more popular vehicles for academic and clinical researchers  to explore the theoretical potential for improving health, everyone from  prescribing health care professionals to insurers to the families of the  prospective end-users will seek assurance of the effectiveness and duration of  game-influenced changes. Dr. Kato's clinical brief, Confirming Efficacy:  Validating the Results of Health Games is featured in our upcoming  inaugural issue of the Journal.
 
 With that, I'd like to take a moment to  remind you all to subscribe now using the link below to ensure you will receive  the inaugural issue of Games for Health Journal when  it debuts in February.  We have a very strong first issue with a powerful  roundtable, interview, and profiles of health game innovators, as well as seven  very interesting original articles, three informative clinical briefs, and  additional content that will be of interest and use to all of us engaged in the  many aspects of health games.
 
 I welcome your feedback regarding this  e-newsletter.  The Games for Health Industry Insider  was originally launched to develop relationships with journal subscribers,  authors, reviewers and the many other health game stakeholders.  I hope the  e-newsletter is achieving these goals. Please email me at bferguson@liebertpub.com to share  your suggestions, comments, kudos, and criticisms of the Games for  Health Industry Insider.
 
 Thank you.  Have a healthy, happy,  prosperous new year.
 
 
 Bill  Ferguson, PhDEditor-in-Chief
 Mary Ann Liebert, Inc., publisher's  Games for Health Industry Insider
 Games for Health Journal: Research,  Development, and Clinical Applications
 New Health Game Platform Connects Consumers and  InsurersWashington, D.C.-based Audax Health, Inc.  will soon offer a gaming platform designed to enable large insurers to  offer incentives such as reduced premiums to their members with the goal of  healthier member habits. Audax Chief Executive Officer Grant Verstandig recently  said the innovative start-up has raised $16.5 million in angel funding and a  Series A round from a very impressive roster of investors that includes former  Apple Inc. Chief Executive John Sculley, former Aetna Inc. Chief Executive Jack  Roe, current TIAA-CREF Chief Executive Roger Ferguson and New Leaf Venture  Partners.  Additionally, the company has put together a seasoned executive team  with Chief Technology Officer Thor Ernsston, who came to the company from Zynga  Inc., where he helped run Farmville, and other key executives from WebMD Inc.  and the social network Ning Inc. Audax’ Careverge platform is intended to attract consumers for all  information and all socializing related to their health, Verstandig said.  Consumers will be able to access the site for free and Audax will garner much of  its revenue from the large health-insurance providers who will also want to use  the site, he said. The providers will be able to offer incentives-including  lowered premiums-to members of their insurance plans in exchange for the members  adopting healthier habits, something that can save insurers money in the long  run, according to Verstandig.
   Videogames Engage Patient Interest, Provide Needed  ExerciseJohns Hopkins University School of Medicine has found that  many physical therapists are currently integrating the use of videogame  consoles, such as the Kinect  for Xbox 360 or Nintendo Wii into their care protocols because the  videogames engage the attention and interest of the patient while giving him or  her the physical movement and exercise they need. The Hopkins team of experts  concluded, “Although professionals in the medical field need to conduct further  research to determine the physical therapy benefits and how the games help meet  these goals, many physical therapists are carefully considering the integration  of motion gaming as a patient treatment into their curriculum.” More  information here
   New Online Videogame Redirects  FrustrationThe new video game Free  Mmorpg has been created to help people deal with stress and to avoid  resultant self-destructive behaviors by increasing self-esteem. According to the  Urban Alliance Foundation, many people who are fond of playing online videogames  are introverted. Frequently when this population is under a great deal of  stress, they seek something that will either bring them joy or help them to  forget that the problem exists. According to the Foundation, this often shy  population frequently seeks solace from smoking, drinking alcoholic beverages,  or addictive drugs to escape their stress. A better approach, they report, is to  communicate with real people in the virtual world via online games. Success in  the virtual game environment often translates to higher self-esteem and reduced  stress. More  information here
   Personal Growth Apps Score with Young  AdultsMindbloom® sees a trend of young adults embracing  online and mobile apps for personal growth over self-help books and life  coaches. Discovering that nearly 65 percent of its users are young adults,  Mindbloom found that young adults were four times more likely than baby boomers  to use its Life Game mobile and Web app, which are designed to inspire people to  define what's important, discover what motivates them, and take meaningful daily  actions in all areas of their life. Throughout 2011, 80 percent of users focused  on their health as their number one life priority by committing to simple  actions like drinking more water, getting more sleep, and walking topping the  list. Relationship-focused commitments like calling parents, spending time with  close friends or saying 'I love you' followed health-related activities with  about 70 percent interest from both genders. More  information here
   The Travails of Game Developers Subject of Sundance  Indie FilmHealth game developers may take comfort in knowing their  challenges have caught the eye of an independent movie producer.  A new film  titled “Indie Game:  The Movie”  chronicles the desperate  efforts of  Edmund McMullen  and his partner, Tommy Refenes  to cram four  months' worth of work into a two-month span if they want their new  game to have  any chance of success. Microsoft was offering to feature their game "Super Meat  Boy" on the Xbox Live Arcade, the console system's downloadable game  marketplace, but it needed to be finished for the October 2010 independent-game  promotion. Canadian filmmakers James Swirsky and Lisanne Pajot were planning a  documentary on indie games and the people who make them--artists who forgo day  jobs, the chance to work on the next "blockbuster" game, and even a measure of  social interaction to bring their own visions to interactive life--and met Team  Meat at the March 2010 Game Developers Conference in San Francisco. The  resulting film is set to premiere Jan. 20 at the Sundance Film Festival, one of  12 selections in the World Documentary category.
   Burgeoning Eldercare Attracts Health Games  TreatmentsMedical authorities in Singapore are deploying the latest  technology as their rapidly aging population prepares for a "silver tsunami" as  a result of longer life spans. Compounded by lower birth rates, the average age  of Singaporeans is rapidly increasing. By 2030 an estimated 20 percent of the  population will be 65 years or older, compared to 9.3 percent at present. To  better prepare themselves for the demographic explosion, hospitals in the  affluent city-state of five million people are using the latest available  technology to augment their limited pool of health personnel. Bala Rajaratnam, a  lecturer at the School of Health Sciences at Nanyang Polytechnic in Singapore,  states that new technologies including videogames “empower clients to take  control over their recovery as well as maximize therapy time.” Future physical  therapists at Nanyang Polytechnic use video game platforms such as the Nintendo  Wii to help patients recover more quickly than they would using conventional  methods. Other medical institutions in Singapore such as KK Women’s and  Children’s Hospital as well as Changi General Hospital are also using videogames  as part of their repertoire of therapy. “The targeted patient population  includes people with neurological conditions such as stroke, acquired brain  injury, and Parkinson’s Disease,” said Jean Tan, a senior physiotherapist at  Changi who goes on to say, “Any patients with balance deficits and decreased arm  function will also benefit from these games.”
   Mindset Differences Impact Response, Outcomes of  Serious GamesResearchers at Michigan State University have found  that abstract individual beliefs regarding their flexibility may predict their  response and outcome in learning from serious games. According to Y.H. Lee,  Carrie Heeter, Brian Magerko, and Ben Medler, “Individuals with growth mindsets  believe their abilities can develop with practice and effort, whereas  individuals with fixed mindsets believe their abilities are static and cannot  improve.” The studies also indicate that growth mindset players performed better  than fixed mindset players, their mistakes did not affect their attention to the  game, and they are more likely to utilize feedback than fixed mindset players.  Growth mindset players were also more likely to actively seek difficult  challenges, which are often essential to self-directed learning, according to  the researchers. More  information here
   Adults with Cystic Fibrosis Have Videogame  OptionsA recent study conducted by researchers at Queensland,  Australia’s Allied Health Research Collaborative has found that video game-based  exercise provides similar cardiovascular demand as traditional exercise  modalities. After studying 19 adults with cystic fibrosis who had been  hospitalized for treatment of pulmonary exacerbation, the team concluded that  the conventional treadmill or cycle ergometer was no more effective than the  video game exercise in heart rate or energy expenditure. However, patients rated  the videogames to be “more enjoyable” than the more traditional interventions. A  related discussion by Games for Health Journal editorial board member Peter  Bingham from the University of Vermont can be found in the inaugural issue of  the Journal.  More  information here
 
 Games are Great Teaching Tool for  Physicians
 Researchers Laura de Wit-Zuurendonk and Guid  Oei  from the Department of Obstetrics at Maxima Medical Center in Veldhoven, The  Netherlands report videogames are a new resource in medical education.  The  games have the potential to become an important tool for healthcare  professionals for learning a range of techniques including surgical skills,  especially for laparoscopy; clinical decision-making; and patient interaction.  More  information here
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  | Long-time game developer and European University Cyprus assistant professor  Georgios Christou has written a very interesting treatise on how  to evaluate the usability of a video game. Intended to be applicable for all  types of videogames, the assessment process certainly applies to the developers  and prescribers of health games to optimize their interest, engagement, utility,  and effects.   ABC News technology reviewer Scott Steinberg is launching a  new book series, “The Modern Parent’s Guide,” and a companion video, “Family  Tech: Technology for Parents and Kids.” One of Steinberg’s assertions is that  surgeons who regularly play videogames are generally more skilled at performing  laparoscopic surgery. The book goes on to say: “Besides offering medical  students the ability to practice on patients (which is much safer in the digital  world), simulations offer health care providers several upsides. Chief among  them are the abilities to make better choices, see results more clearly, and  apply information immediately.” More  information here  Games for health experts Katharina Stephenson from the  University of Vienna Faculty of Philosophy and Education (Austria);  Helmut Hlavacs, head of the research group Entertainment  Computing at the University of Vienna; Fredrik Debong,  co-founder of MySugr Apps, a startup in Vienna which develops mobile  applications conquering diabetes; and Mario Lehenbauer,  psychologist and psychological game developer at the Faculty of Psychology at  the Vienna University presented their experiences with health-related games at  the recent Association of Gaming with a Purpose conference in Vienna.   The next Gaming with a Purpose Conference discusses ‘Games on Education’  and will take place on April 17, 2012.  More  information here Jason Bond of JasonBondPicks.com is upbeat  on investing in health games accessories.  According to Bond,  Mat Catz Interactive (AMEX:MCZ)  which designs, manufactures, markets, sells, and distributes accessories for  videogame platforms and personal computers, as well as for iPod and other audio  devices, is a good investment for 2012.  Games for Health Journal editorial board member, Kognito CEO Ron  Goldman invites all to the next NYC Health Games Meetup which will take  place in late January at NYU's Kimball Hall.  The time and date will be  announced via the link below.  The theme of this meeting will be games that are  used to support veterans, military personnel, and their families in the areas of  health and behavioral health. The meeting will feature two presentations  followed by Q&A and networking time. You can RSVP  and attendance is free.    Games  for Health Journal: Research, Development, and Clinical Applications  is a new, bimonthly peer-reviewed journal dedicated to the  development, use, and applications of game technology for improving physical and  mental health and well-being. The Journal breaks new ground as the first to  address this emerging, widely-recognized, and increasingly adopted area of  healthcare.Games are rapidly becoming an important tool for improving health  behaviors ranging from healthy lifestyle habits and behavior modification to  self-management of illness and chronic conditions to motivating and supporting  physical activity. Games are also increasingly used to train health care  professionals in methods for diagnosis, medical procedures, patient monitoring,  as well as for responding to epidemics and natural disasters.
 Games  for Health Journal is a must for anyone interested in the research  and design of health games that integrate well-tested, evidence-based behavioral  health strategies to help improve health behaviors and to support the delivery  of care.    Learn  More    Subscribe back to top
 
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2 comments:
It is such a fantastic news for the everyone that they can play some health care games in this February. Some new games are introduced in this February which is take a good care of our health.
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I like this idea of playing games and the same time learn from it. It is one way of exercising our mind and relaxing from work and stress when we are playing.
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