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Video games promoted as effective health-care training

MADISON, Wis. — Scientists are turning on its head the popular notion that video games can only promote aggressive behavior or passive learning. The explosion of real-world learning applications for games may astound critics of the virtual world.

The first annual Games for Health conference featured games promoting nutrition, self-awareness and medical skills. Sessions on September 16 and 17 at the Monona Terrace opened a discussion on best practices for using video games in health care and considered future directions.

Kurt Squire, a University of Wisconsin-Madison professor of curriculum and instruction, spoke on his experiences researching simulations and games in learning environments. David Williamson Shaffer, a professor at the Wisconsin Center for Education Research, told the audience about his interest in how computer-based media change the way people think and learn.

The event also drew presenters from from the University of California-Santa Barbara, the University of Texas, Beth Israel Medical Center, and the game industry.

A new literacy


Educational frontiers in using either off-the-shelf or specially made video games are being forged in the fields of business, education, government and health care.

The conference focused on the health care partly because of the immediate payoffs associated with meeting health-care goals through the more cost-effective methods of video games. These games include biofeedback-based games to teach players to reduce biological signs of stress and games that help people with phobias, diabetes, asthma and heart disease.
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Other games featured at the conference included exercise simulations, and a bicycle that can be hooked up to a popular video game that takes people racing through city streets.

In a Thursday morning session, Michael Erard, a writer and editor with the University of Texas School of Nursing, said a review of more than 1,000 research projects conducted since 1984 revealed some intriguing possibilities for future research.

Not surprisingly, research on the relationship between violent video games and aggressive behavior was conducted most often. Fifty-five papers focused on the subject. Other topics that interested many researchers included the effects of video games on dependency and addictive behaviors, Erard said.

One of the least-researched topics was what skills are learned through solving problems in video games. Erard said that the majority of research did not study very large or ethnically diverse groups of people. He was also surprised to find very little research on how video games can be used to promote health among, for example, people with HIV or pregnant women.

Squire, whose research interests include effective video-game design and interfaces, demographic differences between gamers, and other issues that inform theories behind video games, will look at a few of those subjects in the future. He said his work with Professor James Gee at the UW-Madison School of Education will look at game theory for targeted areas, including health care, because of its potential for immediate impact.

Learning through games


The emerging educational theory behind video games is based on research that shows the Internet has spawned a new type of learning called information literacy. This moves away from the traditional model of passive learning through lecture and reading to a more interactive model using computers.

Researchers say video games have many attributes that help people learn:

  • They activate prior learning, because players must use previously learned information to move to higher levels of play.
  • Games provide immediate feedback in scoring and in visual and auditoriy stimulus, which allows learners to more quickly modify their learning strategies before the ineffective ones become entrenched.
  • Skill transfer from games to real life is much more likely to occur.
  • Motivation to learn new ideas or tasks is higher when games are used for most people (although some prefer to learn in traditional ways).

Questions for researchers


Games used for some behavioral or therapeutic reasons, such as helping children diagnosed with hyperactivity focus their attention, have traditionally been the tools of last resort or when other therapies fail, Squire said. Future research may look at how these therapeutic games work as one component of complementary therapies.

Researchers are also looking at how game therapies will help achieve health goals compared to more expensive and traditional therapies, and how new game technologies compare to those of the 1980s.

Squire also noted that the field is ripe for research into how video games will be used for aging baby boomers. Although some people prefer to learn through traditional literacy, he said, most seniors can find some interest that has been transferred to video games, such as traveling or crossword puzzles. The effect of these video games on nursing homes of the future may be an area for researchers to explore.

Both Erard and Squire noted that research needs to be done with diverse populations. Video games have been skewed toward males in the past, although it would be hard to find a girl who hasn't played one, Squire noted. But research in the past 20 years or so has come from 20 countries, Erard said.

The Serious Games Initiative, which organized the conference, is a Woodrow Wilson International Center for Scholars effort applies gaming technologies to a range of “serious” issues in the public and private sectors.

The conference was co-sponsored by the Academic Advanced Distributed Learning Co-Lab, the UW center that develops and tests technologies to enhance teaching and learning. Another sponsor, The Learning Federation, is a partnership of companies, universities, government agencies and private foundations to promote a national research plan for digital learning technologies.

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Christine Javid is a Madison-based freelance writer for the Wisconsin Technology Network and can be reached at christie@wistechnology.com.

Comments

marland responded 5 years ago: #1

video games give us somthing to talk about they may promote violence
but our parents are the people that buy the video games for us they need to step up and say NO! our parents dont care they rather buy us games and think that there good parents and not spend time with us they need to get to know us

12 year old

Mark responded 4 years ago: #2

Does reading about the war in Iraq on the Internet promote violence more than playing games?

Charles responded 4 years ago: #3

Violent video games don't actually cause violent behavior. They might contribute if the person is already mentally unstable, but they don't start the violence. The important thing to remember is that video games aren't real.

samantha responded 4 years ago: #4

im doing a research project for my class. we have to pick a topic that is controversial on both sides, being good and bad. i chose the effects of video games on the human body, how are body reacts and what things can be helpful for the human body using video games and other computer game material. i believe that using video games as a source of teaching for young children can inhance their creativty, knowledge, and raise their attention level as well as be able to influence them in computer and technology, being that our country is based primarily on technological resource. i feel that this topic has yet to have wide disscussion but as our children in future generations grow in technological knowledge this will be both influential and practical for us to understand.

Alex responded 4 years ago: #5

I think video games is a neither good or bad i heard somewhere that E-rated games promote more violence than m-rated because E-rated is so unrealistic. Besides the fact its the parents who buy the games for us not the children.

Colleen Samoian responded 3 years ago: #6

I am interested in how video game technologies can be used to enhance senior health and mental acuity. I am a retired 60 year old teacher. Where do I start looking for these games? Are there any educational trials I can be involved in? How can I get a game I design executed on video game format? My grandchildren insist I need an XBox. . . Hmmmm,I'm not so sure :D

Amy responded 3 years ago: #7

Hello,


My name is Amy and I am an undergraduate enrolled in a course on virtual worlds at Trinity University in San Antonio, Texas. Our class has been playing Everquest II for the past four months, with characters ranging in level from 10 to 27. Our primary characters are members of the guild The Vindicators on the Antonia Bayle server.



As part of an ongoing research project, I would like to speak with people over the age of 18 about their thoughts on the possibility of using MMOs as therapy to help people who are dealing with depression, autism, phobias, etc. If you have any experience or opinions on this topic, I would greatly appreciate your input.



These interviews could take place via e-mail, in-game, or over an anonymous instant messaging connection. I will preserve the anonymity and confidentiality of all participants.



If you are willing to be interviewed about your thoughts on this topic, please contact me at:



gaming884@hotmail.com



I understand that the gaming community is bombarded with survey requests that never lead anywhere. This request is different. Our class is committed to sharing its research findings. At the end of the semester, all student papers and presentations will be linked to the course web site and made available to anyone with an Internet connection.



For more details about our course and the research project, visit:



http://www.trinity.edu/adelwich/worlds/faq.html



Thanks in advance for your time.



Amy

Raxis responded 3 years ago: #8

Video games are not the cause of violence in children. It is all within the decisions of the parents who purchase these video games for us and the mental capabilities of the children who play them. Instead of buying 'Mortal Kombat' for your son or daughter, why not purchase something fun and amusing like 'Mario Party'? Doesn't it make sense that a 17 year old will understand the concept of the extreme bloodshed as fanatical, rather than a four year old who is still absorbing knowledge on what the world is like through role-models and stories as wisdom for their future. If those stories are like 'Resident Evil', then the seven year old will genuinely believe that there are zombies in Racoon City and will look to try and join the 'Umbrella' corp. to fight them. The stories we read, watch, or listen to early in our youth are the foundations that we build our reality upon.

If parents took the time to look at the game, read the back cover, or even test it out themselves, they will find themselves purchasing games for their children that could be educational instead of pointless gore for hours of parental deprivation.

Parents of American Gamers, get your act together, you're whining about a problem you yourself have made.

Eugenia Adams-Clemons responded 3 years ago: #9

WE are a high tech high touch world now. We need more educational games, especially one that will help add children as well as adults. Extensive reseach needs to be done in this area so that maybe in the hoped for near future, these sort of learning video games can be apart of the schools' curriculumn. It may to late for my son, but maybe it will help some sufferers of this condition if this is well researched and documented.

David responded 3 years ago: #10

Being a fifteen year old I play video games quite often. I belive there are no dtrimental affects that can be sloley attributed to video games. Obiesity, being a very prevalant concern among most adults is not a ailment that can be completley burdened by this simple form of entertainment. It is more of a result of environmental factors such as, oh let's say, parents and their habits?

Such a kid who plays video games and is obese just may have been accredited his poor eating and excercize habits from his parents. Not to generalize but these people who belive that major epidemics such as childhood obesity and violence are simply playing on the fears of concerned parents who, by means of complete ignorance, search for an apologia to their child's inactivity. While it can be simply linked to these same parents. This complete unrationalizationalized belief spawned by distressed adults everywhere has come to be the problem. I am a student with on Honor Roll, am involved with football, and track, learning two seperate languages (Spanish and Italian), and I also have a healthy relationship with my parents and friends as I parry the pressure of drinking and smoking.

VIDEO GAMES ARE PURLEY A RELAXATION TECHNIQUE! It is comparable to reading and running as a form of relaxation. By no means is it detremental in any way, and I pray that all the blindly ignorant people please turn your focus inward unto the homes of these "obese and violent video gamers."

gary smithers responded 2 years ago: #11

I think that video games might cause increased aggression but it could help with other health issues.

Joshua responded 2 years ago: #12

Video game are definitely a relaxation technique. I play world of warcraft and have met many people on the game who are nurses or doctors that play just to relax. People need to stop giving into what all other parents say because they don't need to but into peoples lives. If the parents want to have a healthier child, or a less agressive one at that, then they need to limit the video games ESRB to T or lower, for that is probably the most reasonable tactic to a healthier, less agressive child.

Joyce responded 2 years ago: #13

Greetings:
How do I sign up for the annual Games For Health conference? I believe it's held in Maryland each year.
Would appreciate any and all info on games for learning and for health.

Chicken responded 2 years ago: #14

I think that video games could cause aggression and make your pulse go faster, and your eyesight, definitely, also handeye coordination.

Turtleboy responded 2 years ago: #15

I think video games could cause aggression. But it depends on their parents and what kind of game that their children play.
GAMES are PURE for RELAXATION + FUN.

Clint responded 2 years ago: #16

I think games are great they provide a safe place to be rather than out on the streets smoking tobacco or weed. They keep us busy and on our feet waiting for another game to come out, but they can be addicting at times and rather disappointing. I am a gamer myself I'm totally in love with my 360. I play it every chance I get. By the way, my gamer tag is EASTWooD AK47.

john responded 2 years ago: #17

I have researched man views on video games. I think it is hilarious how people believe that a game console with a controller attached can teach people to snipe. And of course video games get us hyped, but then again when you go to an action movie you get the same feeling. Gaming allows to relax, enhances visual perception, they even can provide rehabilitation for those people who need to work on their weak muscles. One thing I have never seen, and am surprised that no one else has noticed, is that people all over the world play online games, together. If people all over are playing together, and getting along wouldn't it in a way be possible to prevent wars. I mean, if you think about it, it makes total sense how can you go to war with an other country when the majority of its population is at the moment playing with the population of the people they are going to war against. I guess it kind of sounds childish but if you really think about it, what kind of violence can come from people with different backgrounds playing together?

noivilbO responded 2 years ago: #18

I agree. And would it be so bad if the people who are waging war just sit down at their Xbox Live enabled Xbox 360s, and fight a virtual war, instead of one where tens of thousands of actual lives are lost? Seriously, they could even use the Wii to make it even more realistic, and have like, a hundred selected video game masters from each country sit down and fight a virtual war. That would be so cool to watch on YouTube!

eugene loyola responded 1 year ago: #19

Video games can be used in a positive way. Game developers have developed games which promote health and provide information to children and adolescents. Such games have the ability to capture and keep the players attention and allow them to interact with the information in a meaningful way (Dorman, 1997). An example of a game which graphically portrays the physiological effects. This game is intended to strengthen (ages 10 to 12) antismoking attitudes and their intentions not to start smoking (Lieberman, 2001). Game developers are now also creating games to help people relax, learn proper nutrition, overcome phobias, and even help children cope with attention deficit disorder (ADD). More research is needed to establish just how useful the new generation is in promoting better health. And many doctors say the games effectiveness in treating anxiety and ADD has not been studied long enough for the results to be reliable

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