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Video game technology could improve physician-patient interactions

Madison, Wis. -- For some doctors, good bedside manner is just part of their persona. For others, it's a learned skill -- one that a Madison medical educator hopes to engender more quickly in students via a video game he envisions.

The development of the game is the next step in the life of Fred Kron, an assistant clinical professor at the UW-Madison Department of Family Medicine whose career has gone from outpatient medicine to television writing to education.

Throughout it all, he's observed human behavior, particularly how doctors relate to patients. His observations go back to stories he heard from a residency director as Kron was getting back into fulltime medicine. He found the stories very gripping.

"The information was compelling and very valuable, because I had a context for understanding," said Kron, who attended medical school at Georgetown and who did his residency at Vanderbilt.

The younger residents, on the other hand, were not as impressed.
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"The residents walked out of the room and said, "What a bunch of bull," or `Why are they wasting my time with this stuff?' or `I have boards coming up, I have patient charts to dictate,'" Kron said. "They couldn't appreciate the value because they'd never had embodied experience in the world of medical practice."

Kron had come to realize during his years in outpatient service and in residency that the best doctors can attract a following -- patients who trust them as human beings and who are hesitant to go to anybody else for medical care. Furthermore, there is an element of that bedside manner that is hard to communicate or to teach; experience is the only way to pick it up, he notes.

Multiplayer game


About two and a half years ago, however, Kron began to map out an idea that could address those concerns: a massively multiplayer online game that would serve as a simulation of the medical experience. Medical students would be put in virtual settings, making up anything from a small practice to a full hospital setting, and deal with patients and doctors that could be virtual one moment and controlled by other players in the next.

It is Kron's hope that such a game -- which he says could be ready within two years -- would impart in medical students some sense of the human element that is essential to good doctorting.

"When people say games, a lot of times their minds immediately go to Pong and Donkey Kong, fairly trivial games like that," said, who wrote for television from 1986 to 2001 while still handling patients on reduced hours.

He contrasts the conception of video-parlor games with the advanced technology that goes into modern game programming. "Specifically, it's very exciting to think you can create a medical cyber-world, and help not only patients but students and existing physicians to have embodied experience in that world, to share in the experiences of more seasoned, veteran physicians."

Costly endeavor


There are challenges to creating such a setup, though. Kron estimates that it could cost $20 million to $60 million. While he has been getting some guidance from UW-Madison, he also says the likely course would be the creation of a spin-off company or some other sort of technology transfer, and that he would seek different educational and corporate sponsors within the healthcare sector.

One company Kron has contacted is Physician's Plus. Ron Parton, the company's chief medical officer, said Physician's Plus "supports this innovative technology for its potential to improve physician-patient communication and patient outcomes."

Work around time demands


The project not only faces the demands of development financing but, also, of time -- medical students simply do not have the hours that many gamers put into their playing.

"Generally, massively multiplayer games that are purely for entertainment are set up so that people can play for 20, 30, 40 hours a week; some of them really go overboard," said Noah Falstein, a freelance game designer working with Kron. "For a game that's meant to be used as training for doctors, they clearly can't afford to put in 20 hours a week."

Instead, Falstein says the game would have to be structured in a way that a student could sit down for a brief period at a computer in some scheduled fashion, possibly as a lab assignment or even during a class.

Fostering fruitful communication


In addition to structure that would meet the time demands of medical students, Kron and his collaborators have been working to structure the crucial human element.

"There are a variety of activities that occur in the context of medical care," said UW-Madison professor Doug Maynard, a sociologist who has done research in conversation dynamics in general and doctor-patient relationships in particular, and who has been approached by Kron to help map out the behavioral models of characters.

Maynard explained that medical care involves cooperation and exchanges of information at every step of the process, from the patient describing symptoms to a doctor, to the doctor conducting tests and communicating a diagnosis and then feedback between the two as treatment proceeds.

"All of these are forms of realms of activity where, depending on the kinds of practices a physician uses and patients use in response, their communication can be more or less fruitful and effective," Maynard said.

Telling a good story


Kron is also turning to his connections in screenwriting to help craft the environment of the game and the situations players would be put through. One such colleague is Dorothy Fontana, a veteran television writer involved with Star Trek and other science fiction properties.

"We're looking at this point to find out where our stories can go, what the situations would be, and how much must be scripted before player involvement can take over," Fontana said, noting that the discussion is still at the formulation stage that would lead to creating initial demo levels to show off to prospective partners and customers. The key questions to be resolved, however, are where the situations would go and the balance of control by the program versus group interaction by the players.

Fontana said that when approached by Kron, she saw the potential in the idea and shared it with others to get additional feedback.

"What many people have said, especially if they are in the medical profession, is doctors get involved in their specialties and their work, and they sometimes forget this is a human being; this is a patient I am talking to here," Fontana said.

See previous WTN coverage of educational gaming:
Gaming technologies alter classroom, textbook models
Video games promoted as effective health-care training


Eric Kleefeld is a writer for WTN in Madison. He can be reached at eric@wistechnology.com.

Comments

Charles MacCarthy responded 4 years ago: #1

This is a very interesting idea. It might be specially useful to teach clinical situations where the history is the critical element in diagnosis. As an ophthalmologist, I think of patients who tell very important stories about their symptoms of carotid occlusion, brain tumors, migraine, retinal problems and many others. Unless the doctor listens carefully, and follows up with the right questions, the opportunity to make an important diagnosis is lost.

Edward Castronova responded 4 years ago: #2

I'll be focusing on the medical economy as a member of the design team. It's worth thinking about: if you want docs to understand the complexities of the medical economy, is there a better way to do it than immersing them in a realistic simulation of it?

Mike responded 4 years ago: #3

Ed,

Is this supposed to be a MMO like "World of Warcraft" or "Everquest" or a Sim like "The Sims"?

The difference is MMOs allow multiple "players\med students" to interact with each other and their enviroment. Sims only allow the user to interact with the game. In the article above it refrences both?

Dmitri Williams responded 4 years ago: #4

Sounds like an interesting concept, and Dr. Kron is well suited to tackle it. Is this something that would be prototyped in Second Life, and would the final thing be distributed and used through medical schools?

Edward Castronova responded 4 years ago: #5

It will be an MOG, multiplayer online game.

Single-player games do not have an economy in the strict sense. You can code up some 'patients' as artificial intelligence, but that won't have nearly the educational power of filling the world with real people, who have real objectives that illness and injury inhibit, that only MDs can assuage. In a multiplayer game, you can build what is pretty much a real medical economy. Real people, genuine declines in activity-quality due to injury and illness, genuine money-instruments, genuine HMOs.

Noah Falstein responded 4 years ago: #6

I'd like to add that this is still in very early stages and many things are possible. Dr. Kron has lots of intriguing, ambitious plans, and given the groundbreaking nature of what he wants to do I think it is dangerous to think too much about what has already been done. WoW and EQ were not designed with teaching in mind, and even Second Life or There/Forterra are still only scratching the surface of what can be done in this area. The one thing I can say with assurance is that this will be an unsual and interesting blend of entertainment and training.

Carolyn Handler Miller responded 4 years ago: #7

I'd like to respond to some of the questions about Dr. Kron's game that various readers have asked, and fill in a few pieces. To introduce myself, my name is Carolyn Handler Miller and I am part of the Creative Team that Dr. Kron assembled and who worked together at the initial design meeting. By training, I'm a writer and I've worked on many interactive projects. I've also written a book on interactive narrative ("Digital Storytelling").

The game we envision will be modelled in many respects on popular MMOGs, in that players will be able to create and control avatars and will be able to interact with each other as well as NPCs (non-player characters, controlled by the computer). Players will also be able to advance or slip backwards in terms of their powers, prestige, or financial success. In addition, the game will contain a number of very different worlds, as with traditional MMOGs, and, as noted by others, an economy.

But there are some important differences, too. While most MMOGs are set in a fantasy environment or allow their characters to perform highly unrealistic actions, our game will be set in a realistic contemporary environment and the actions performed by the characters will be modelled on what might actually occur in a modern medical setting.

Furthermore, as my teammate Noah Falstein mentioned, at its core, the game is desisgned for educational purposes, though we intend it to be extremely entertaining as well (one of those blends that go by the ugly but descriptive term, "edutainment".) Our game will thus have many unique characteristics, and we are just taking our first baby steps in developing it. It will be exciting to see how it evolves!

Paul Baumgras responded 4 years ago: #8

I have been around students that are going through medical school and believe me there are some that will benefit from this type of training because even before they are doctors they are rude.

Fred Kron responded 4 years ago: #9

In consideration of Noah's comment, I think that painting provides a good metaphor for our work. In painting, the brushes exist, the canvas exists, and the pigments exist. But what the artist does with those banal tools is to transfer a unique way of seeing the world onto the canvas, and in this way, he or she creates a unique work of art. The tools for realizing our vision exist, and of themselves are nothing remarkable. What is valuable here derives from having a unique appreciation of the critical needs and opportunities in both media and medicine. Consequently, we predict that the outcome of our efforts will be a singular amalgamation of experiential technology with medical humanism that will create the most powerful instrument yet for the education (and not merely the training) of good doctors.

Howard Stearns responded 4 years ago: #10

An artist has many tools and media available. Some work better than others for a given task. I feel the task here is one of context-based, collaborative, real-time instruction, to be used in an institutional setting. For this purpose, the UW-Mad is leading a multi-institutional effort to develop an open-source instructional alternative to game engines. Here are some of the questions we look at when considering an application of the Croquet project:

What communication is required between participants?
Should all users (teachers, different students, observers) have the same user interface?
Do different users have different capabilities or permissions? How will this be managed?
Do users need to access other applications from within the simulation? Should these interactions be collaborative?
What bandwidth is available? What other media input are required?
What tracking and replay is required for pedagogy?
Is it necessary to explore alternative executions of play (e.g., suppose you did A at this point instead of B)?
What is the expected size of the entire user-community? How will the technology scale?
How well understood is the problem? Can the application be completely designed ahead of time by programmers, or will domain experts need to author new environments?
How many skilled development professionals are available?
How intense must the action be?
How much lag-time can there be?
What requirements are there to field-update systems?
How rich must the graphics be?
What licensing is practical?

Deborah McCoy-Freeman responded 3 years ago: #11

I am an EMS Education Specialist and am genuinely intrigued by this concept. I believe that the paramedics and EMTs I educate might benefit from this kind of training as well. I think the applications are endless in terms of developing or sharpening critical thinking skills and patient interactions. Ill be following closely and would be most interested in contributing in some way. Deb

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