You are hereGaming4Health News: Vol 1, April 08

Gaming4Health News: Vol 1, April 08





Welcome to Gaming4Health News.  Each week we bring you news, information and advice designed to build your knowledge base and inspire your involvement with healthy gaming. Look to us for the latest online health gaming announcements, statistics, reports, news, emerging trends, events, profiles, tools and interviews. We welcome your input – whether you want to share your thoughts and opinions, announce a product launch or upgrade, contribute a brief commentary or take part in an interview.  We look forward to hearing your news, information and advice. Please contact us at Brad@iconecto.com.

 

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Get Into the Game at Games for Health Conference 2008

April 1, 2008 - Healthcare game developers won't want to miss the fourth annual Games for Health (http://www.gamesforhealth.org) Conference 2008, scheduled for May 7-9, 2008 at Baltimore's Hyatt Regency Harbor and Hyatt Regency at the Inner Harbor. Among the topics to be discussed are nurse training, game addiction, World of Warcraft, rehabtainment and major players in the health gaming world. Sessions already summarized on the Games for Health website include ‘The Case of the Food Detective Game’, ‘The History of Exergaming’, Games for Health Japan: Hands On, ‘Dancetown: Gray Games Meet Rhythm Games’ and ‘Games to Change AIDS Behavior’.  

 

Biking Your Way to Health With PC Gamer Biker

April 2, 2008 - People will be able to bike their way to better health with PC Gamer Bike (http://www.pcgamerbike.com), which offers mini and recumbent exercise bikes that turn PC games into healthy games. Described as a “combination of high quality exercise equipment with leading-edge programmable game controller technology,” the bikes act like USB keyboards.  Users can control the motion of game characters through forward and reverse pedaling, or pedal faster if they want to control speed. Once users plug the bikes into a USB port, they can play numerous PC games or be configured to play additional games. The bikes are also able to record a user’s daily workout, tracking variables such as time, speed, direction, distance and calories burned, for future reference. The bikes play any games that use a keyword for input, including racing and driving games, first person shooter games, virtual worlds and online 3D games.

“Forward and reverse pedal motion can be independently mapped to any keyboard key or mouse button,” says Kevin, Vice President of engineering at 3D Innovations, LLC. “The bikes offer fast pedal response to forward and reverse pedal motion, because of the built-in optical encoder and work well with MMORPG, first-person games, driving and racing games, or could even be used to play Tetris.” The company also has plans to include mouse-movement mapping capability.

 

Rehab Institute Turns to Nintendo Wii

April 3, 2008 - As reported by Minneapolis' WCCO (http://www.wcco.com) in October 2007, physical therapists at Sister Kenny Rehabilitation Institute ( http://www.allina.com/ahs/ski.nsf/) a component of Allina Hospitals and Health Systems, have turned to Wii as part of an experimental initiative to speed recovery of stroke patients. The full story (http://wcco.com/health/nintendo.wii.therapy.2.373130.html); details the sage of 77-year-old Jerry Pope, a stroke patient who depended on Wii to regain balance and use of his arms. The Institute has described its new therapy program as "Wii-hab" due to the presence of a "motion-sensing controller that allows patients to compete against a computer-controlled player."  Whether the game is bowling or tennis,"Wii-hab" seems to help patients with strength, range of motion, dexterity and balance, according to the institute. Earlier plans
called for a subsequent clinical trial in 2008, as well as further expansion and adaptation of the technology for use by rehab patients.

 

About.com Nintendo Games Host Shows Exercise, Gaming Connection

April 4, 2008 - Aaron Stanton, Nintendo Games host for About.com, is tutoring consumers into how they can "turn your game system into an exercise powerhouse" and "put together the best exercise system money can buy."  His About.com post ( http://nintendo.about.com/od/gamehardwarereviews/a/kilowattexercis_3.htm)
explores a relatively new exercise device, the $700 Kilowatt Sport, which "uses isometric exercise to make you stronger and burn calories playing any game on the market." Stanton outlines how the product works, as well as results from his 45-day review product review, during which he lost 10 pounds and three inches off his waist.  He claims that Kilowatt Sport works best with GameCube rather than with Stanton has penned a more extensive review of ‘ Kilowatt Sport’ on GamesFirst.com. ( http://nintendo.about.com/gi/dynamic/offsite.htm)

 

Wii Will Take Control From Xbox 360 in 2008

April 7, 2008 - The Washington Post ( http://www.washingtonpost.com) reports that market analysis firm iSuppli (http://www.isuppli.com) is predicting that Nintendo Wii will surpass sales of Microsoft's Xbox 360 in 2008.  The worldwide installed base for the Nintendo Wii will reach 30.2 million in 2008, ahead of the expected installed base of 25.7 million for the Xbox 360. iSuppli says that Wii's success is very likely due to its focus on casual gaming, as well as its appeals to non-traditional gamers. But watch out for Play Station 3, which iSuppli believes will take over the Xbox position in 2011 with an estimated installed base of 37.7 million units, as compared with the Xbox 360 installed base of approximately 32.3 million units.

 

Wii Rehabilitation Gains National Exposure:

Hospitals Warm to Wii-hab

April 8, 2008 - "Wiihabilitation" or “Wii-hab,” which uses the Nintendo's Wii video game system to help patients, has the potential to aid recovery from strokes, surgery, broken bones and injuries, according to an Associated Press (AP) article published in the February 18, 2008 issue of USA Today ( http://www.usatoday.com/tech/gaming/2008-02-08-wiihabilitations-hospitals_N.htm). Among the hospitals profiled in the AP report as users of "Wii-hab" are Raleigh, North Carolina-based WakeMed Health; Walter Reed Army Medical Center Herrin Hospital, which is part of Southern Illinois Healthcare, and Hines Veterans Affairs Hospital, west of Chicago. Lindsay Tanner, author of the article and an AP reporter, writes that the majority of games relate to sports such as golf, boxing, tennis and baseball and could be used in rehab programs for children, young adults and the elderly.

 

Track New and Emerging Media Trends at IPG Media Lab

April 9, 2008 - For those interested in the future of media, there are few better places to visit than the Interpublic ( http://www.interpublic.com) Media Lab (http://www.ipglab.org). Lab Space describes the lab's physical space, which features a smart kitchen, digital living room, gaming, science play and floor plan, while Lab Services describes what the lab offers in terms of training, research and facility.  The Future of Media Blog ( http://blog.ipglab.com/) offers insights into issues such as advertising, gaming, Internet, personal technology, technology and wireless. Within the topic of gaming, the blog delivers 48 articles and commentaries on issues such as use of games, books on games, the collective intelligence of gaming and products from the Consumer Electronics Show. Several features of the site, such as the newsletter and Digital Library, are restricted to site members. Overall, the site provides a highly useful blog on diverse technology-related issues, as well a ticker called Media Updates.

 

Samsung Launches ‘miCoach’

April 10, 2008 - Labeled as the "first true sports mobile," ( http://gizmodo.com/364428/samsung-micoach-f110-fitness-phone-reviewed), Samsung's new handset falls into the category of "sportronics." The device follows a path of innovation set by the Nike+iPod SportKit, which was developed through a partnership between Apple and Nike, and features wireless system running data between the Nike running shoe and Apple's iPod Nano. The miCoach performs somewhat like an iPod, providing consumers with tips, updates, motivational music and even a two mega-pixel camera to capture special workout moments.

 

Interest in Brain Fitness Grows

April 11, 2008 - The brain fitness software market reached $225 million in 2007--up from just $100 million in 2005, according to
The State of the Brain Fitness Market 2008
, a $495 report developed by SharpBrains ( http://www.sharpbrains.com/. As covered by Educational Games Research ( http://edugamesblog.wordpress.com/2008/03/13/report-brain-fitness-softwa... ) health plan investment in brain fitness centers rose from $35 million in 2005 to $65 million in 2007. In addition, more than 400 residential facilities for the elderly have launched brain fitness centers, causing healthcare and insurance market involvement to increase significantly. Some games, such as those focused on traumatic brain injury, stroke rehabilitation or treatment of attention deficit hyperactivity disorder (ADHD), will be candidates for Food and Drug Administration (FDA) clearance, according to the report.  In addition to a market overview, the report covers the science of brain fitness, consumers who take charge of brain health, the roles of healthcare and insurance, K-12 school systems, and Fortunate 1000 companies, the military and sports teams. For more insights into developments at SharpBrains, see the SmartBrains Blog at ( http://www.sharpbrains.com/blog).

 

Wiki Aggregates Info on Serious Games

April 14, 2008 - If you're interested in finding out what's happening with serious games, the Serious Games Wiki (http://seriousgamesdirectory.com/index.php/Main_Page) serves as a good starting point.  "Created to enable all serious games developers, writers, commissioners, researchers, academics and all those interested and working in this industry to promote themselves, their ideas and their games in an open and non-commercial environment," the Wiki provides lists focused on serious games, serious game developers, game education, external links and game-focused articles. Among the serious healthcare games mentioned are ‘Infection’, which teaches proper use of antibiotics, and ‘Interactive Trauma Trainer’, a yet-to-be launched, UK-based decision-based surgical training tool. Close to 50 serious game developers are listed, including Virtual Heroes, Junction-18, Advanced Gaming Systems, Inc. and Digitalmill, Inc. For those who are interested in a career in game development, click through to information on the serious games master's degree offered through Michigan State University

 

Has Exergaming Gone Mainstream?

April 15, 2008 - Exergaming may not yet have gone mainstream due to the cost of equipment for individual use, says columnist Eric Hoffman writing in Serious Games Source (http://seriousgamessource.com/features/). But this resistance hasn't stopped exergaming developers from installing systems into places like Redlands, California-based XRtainment Zone. Inland Empire Health Plan (IEHP), which partnered with XRtainment Zone, now covers a seven-week fitness program and four-week gym membership with access to games such as ‘Cateye Gamebikes’, ‘EyeToy’ aerobic games and a rock wall called Powergrid Exerstations. The initiative is unique because it represents the first time an exergaming wellness program has received funding from an HMO. "An exergaming-focused HMO partnership offers potential validation and research opportunities for the presence of game training in the health field as a whole," writes author Hoffman. "The medical community is becoming increasingly aware of the advantages of advocating for healthier lifestyles through interactive media." Among the implications of the XRtainment Zone/IIEHP partnership are:

--Focus on exercisers' RPE, or rate of perceived exertion, since people tend to exercise harder and longer when they're involved with "exertainment."

--Put fun first, thereby motivating people to exercise longer and with higher
intensity.

--Offer diversity in exercise activities and exertainment machines.

--Adjust to exercisers' abilities by tracking personal scores.

--Engage in community outreach through tournaments and events.

 

Site Delivers Insights on Serious Gaming

April 16, 2008 - Serious Games (http://seriousgamessource.com/index.php) was launched by the CMP Game Group (http://www.cmpgame.com) in 2006 to meet the needs of the serious game market within training, healthcare, government, military and education. Features of the site include News, Features, JobConnect, ProjectConnect, Community and Store. From the home page, users can access top news such as Atari's launch of Driving Theory Training for exam preparation, the Games for Health Conference, and happenings at HopeLab. Among the features accessible from the home page are Serious Game Engine Shootout, Playing with Fire:  Enemy Dolls, Exergaming Goes Mainstream, and the 2007 Serious Games Summit. Serious Games also has a sister site called Gamasutra (http://www.gamasutra.com/), which is focused on "the art and business of making games."

 

Blogger Analyzes Goings-on Within ‘Second Life’

April 17, 2008 - Aggiormanto II (http://aggiornamento-ii.blogspot.com/) is a blog devoted to inform users of experiences on Second Life. The goal, says blogger Joop Van Schie, a father of four, is to "contribute to the knowledge of virtual worlds and its potential for learning and educating" through reports and pictures. Most recent posts focus on topics as diverse as Strength Movement, Strength Movement Island, 3D Internet for Learning Summit, and Virtual Worlds Matrix. Other features of the blog include My Favorites, Second Life Insider, and an archive dating back to March 2007. Blog posts are brief , easy-to-read and dotted with sentence fragments. For example, in speaking of Strength Movement, Van Schie says, "Interesting development that promotes another way of looking at your child. Always take the bright side of life: look at strength, rather than weaknesses." Still, the blog is extremely useful in getting a detailed insight into Second Life.

 

Meridian Health Sees Its Future in Healthy Gaming

April 18, 2008 - Meridian Health (MH), a family of healthcare companies on the New Jersey coast, understands where healthcare is headed - straight into the hands of savvy, engaged consumers. That's why Meridian has developed a Consumer Technology Development initiative and launched research on "exergaming" or fitness gaming. Researchers are now focusing on the metabolic and caloric impact of a workout regimen involving Wii-gaming, as opposed to a more traditional workout, says Ken Nelson, Meridian's manager of Consumer Technology Development. Results of the study are slated for release in April 2008.

Fitness gaming research seems like a natural fit for Meridian. In addition to owning four not-for-profit hospitals with 8,000 employees and more than 500,000 patient encounters annually, Meridian owns and operates four fitness centers, clinically-oriented staff, including exercise physiologists, nutritionists, cardiac rehab therapists and certified personal trainers, conduct fitness, wellness and nutrition programs for residents in surrounding communities.

"As a component of Corporate Business Development at Meridian, Consumer Technology Development is chartered with the task of extending healthcare services beyond the physical walls of Meridian facilities," says Nelson of his mission. "Our goal is to derive new revenue streams, cost savings opportunities and/or new forms of care from these gaming activities and research."

To that end, Meridian plans to establish an Institute for Healthy Gaming that will not only conduct studies that measure the benefits of healthy gaming, but also build programs, protocols and structures, including the creation of cognitive games or so-called 'brain games." Meridian has already developed modules designed to help high school students fight childhood and adolescent obesity and get involved in fitness.

 

DOD Delivers Community for Military Game Developers

April 21, 2008 - Designed to "bring together the entire community developing games in the military," the Department of Defense Game Developers' Community (http://www.dodgamecommunity.com/index.php) invites all interested parties to find information on military games, access like-minded game developers, research game topics and issues and secure guidance on game development. The site offers an index of all available games, as well as a listing of games by type and branch of the military. Game references include books, articles, reports, papers, links, news and upcoming conferences. Site users can view members, contribute a game, resource, reference or correction or scan a list of recent game headlines.  But take care. The site may not be as up-to-date as it could be.  Conference listings haven't been updated since 2005.

 

Fitness Launches ‘Pocket Trainer’

April 22, 2008 - Mountain View, California-based Fitness (http://www.roxfitness.com) has developed an online video trainer designed to offer a video workout program via a laptop, cell phone, PDA iPod, iPhone or other device that can capture and play mp4 video. The game features a goal setting program called S.M.A.R.T., which stands for Specific, Measurable, Attainable, Realistic and Time-bound. While individuals can customize the online program to meet specific fitness goals, the program can also be used in conjunction with wellness and managed care programs. The three-month program features weekly online fitness routines called RoxOuts™, which can be replayed on demand.

 

Loyola Supports Burn Patients With Virtual Reality Game

April 23, 2008 - Maywood, Illinois-based Loyola University Hospital has become the first hospital in Illinois, and one of few in the nation, to use a virtual-reality video game to support burn patients with needs for wound care and physical therapy, according to a Loyola press release.  SnowWorld brings patients into an imaginary winter wonderland filled with "gently falling snowflakes, snowmen, penguins, igloos, and icy rivers." The theory underlying the game is that patients who are placed in a "deep freeze of distraction" are less likely to attend to and process pain signals. While professionals have depended on music, movies and games to achieve similar objectives, SnowWorld is unique in its emphasis on "problem-solving activities that emphasize coolness."  For more information on SnowWorld, other similar technologies and research on virtual reality, see (http://www.newswise.com/articles/view/538758/).

 

Could Health Games Contribute to Internet Addiction?

April 24, 2008 - An editorial in the March 2008 issue of the American Journal of Psychiatry (http://ajp.psychiatryonline.org)reports that Internet addiction, including "excessive gaming, sexual preoccupations and email/text messaging," is a compulsive-impulsive disorder that must be added to the Diagnostic and Statistical Manual of Mental Disorders (DSM-V), psychiatry's guidebook of mental disorders. Such Internet addicts experience ravings, urges, withdrawal and tolerance, which may require more or improved equipment or added hours online, says Jerald Block, a psychiatrist at the Oregon Health and Science University in Portland. To read the complete editorial, see (http://ajp.psychiatryonline.org/cgi/content/full/165/3/306).

 

CIGNA and Humana Lead Health Plans in Games

April 25, 2008 - Educational Games Research (http://edugamesblog.wordpress.com), a blog dedicated to "research and discussion concerning instructional video games," reports that both CIGNA (http://www.cigna.com) and Humana (http://www.humana.com) are heavily involving in health game initiatives.  CIGNA, for example, has joined forces with HopeLab (http://www.hopelab.org) in its Re-Mission initiative, while Humana has partnered with Digitalmill (http://www.dmill.com) and Touchtown (http://www.touchtown.tv) to develop health and exercise games with the support of coders from the University of Southern California. Educational Games Research believes that the entry of CIGNA and Humana into the health games sector signals " increased development of products with low profit motivations, but high health ed expectations," with results "measured in fitness rather than bucks."

 

Video Games Fail to Offer Exercise, Sports Benefits

April 28, 2008 - Video games and exercise shouldn't replace real sports and exercise, according to My Medical Minute, (http://www.med.umich.edu/opm/newspage/2008/hmvideogames.htm), a summary of top health issues and medical research from the University of Michigan Health System. The comment comes from Colleen Greene, coordinator for MFit, the health promotion division of the University of Michigan Health System. Although these games feature activities as varied as golf swings, boxing and dancing, Greene believes that they do not offer an aerobic exercise routine and may only burn 60 to 70 calories per hour.



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