Sunday, November 08, 2015
8:30 AM - 6:00 PM
9:00 AM - 1:00 PM
Creating Health Games that Work
Presented by John Ferrara, Creative Director of Megazoid Games and author of Playful Design
The exploding enthusiasm to put games to work in the real world holds the promise to effect meaningful change in people's health. Yet actual efforts to hybridize game with nongame have brought a glut of unappealing, joyless, and ineffective designs. The rush to embrace "gamification" has worsened the problem, pushing implementations ever farther away from the essential qualities that draw players to games in the first place.This workshop brings things back to the basics of good practice, with an emphasis on how games themselves can teach, heal, and transform individuals. Through the process of play we will explore the inherent strengths of games, their applicability to health care, and the elements that make games meaningful experiences. We’ll look at some common mistakes that people make, and dive deep into a model for creating successful game-based projects.
Teams of participants will learn to build paper prototypes of health game concept that can be assembled in an hour and at almost no cost, then rapidly iterated and refined. They will gain practice evaluating a game’s feasibility, efficacy, and shortcomings before funds and resources are committed to development. They will learn principles for engaging with designers and developers to maximize the potential for successful delivery on their strategy. Participants will come away with a fresh perspective on how to build more effective game-based health interventions.
• Common failures in the design of serious games
• Inherent strengths of games: Learning, motivation, persuasion
• Ethical considerations in game design
• Elements of player experience
• Paper prototyping methods
12:00 PM - 12:45 PM - Lunch Break
12:45 PM - 6:00 PM
The second half of Games for Health Day at mHealth Summit will be a series of talks, moderated group discussions and roundtables created to immerse the audience with the powerful use of cutting edge video games aimed to improve health and health care.
Areas of focus include cognitive and positive psychology, resilience, corporate wellness, nutrition, active gaming, training and education, research, wearables and behavior change. Markets that will be addressed include consumers, producers, providers, pharmacy and policy makers.
12:45 PM - 1:00 PM: Opening Remarks: Eric Bauman, Devry University
1:00 PM - 1:45 PM: Keynote Address: How Serious Games and Detroit's Car Industry are Similar - Dr. Thomas Talbot, USC, ICT
1:45 PM - 2:15 PM: Re-Mission, Video Games for young cancer patients - Nicole Gutherie, Hope Lab
2:15 PM - 3:00 PM: Watson Games for Health Case Study - Joe Kozhaya & Chris Madison, IBM
3:00 PM - 3:20 PM: Professional Training for Medical Personnel - Bill Sheahan, Medstar
3:30 PM - 3:50 PM: Research Results Using Game-Based Therapy and Preventive Care - Sheryl Flynn, Blue Marble
4:00 PM - 4:45 PM: Watson Health Cloud - Phaedra Boinodiris, IBM & David Conover, Medical Minecraft
4:45 PM - 5:10 PM: Applications for Behavior Change - Michael Ferguson, Ayogo
5:10 PM - 6:00 PM: European Update and Anti-Obesity Game - Tim Laning, Grendel Games Tomas Sala, Little Chicken