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Games for Health 2008: Round Up
This two part overview of the Games for Health Conference 2008, split due to length necessity, features five examples that were actually shown. Both overview segments contain the same introductory speech of some 35 seconds by Ben Sawyer, the co-director of the organisation Serious Games, which is behind the conference. Part One || Part One Video || Part Two || Part Two Video|| Further Reading Part OnePart one looks at the following projects: XRtainment zoneCo-founded by Dr Ernie Medina, XRtainment is a play on the similar sounding exertainment, or exergaming craze that has been building since the late 80s, and is finally making mainstream inroads. Exertainment is the fusion of exercise and playing games, or having fun ang gaining exercise at the same time. The term was coined to refer to videogaming which is specifically designed to burn calories as well. This directly contradicts the stereotypical image presented by both video gaming and full immersion VR. Working as part of the Weaver Medical Group, Dr Medina's company runs a family fitness centre, which uses videogaming as the predominant way to achieve body toning, and stress elimination. To do this, almost all the exercise equipment in the facility, is directly hooked into a gaming system, that translates the user's physical exertion into a form of advancement within a virtual gameworld. Thus, working out, and working our more regularly, both earn points and give a true sense of progress over a short time-frame that physical workout has traditionally lacked. XRtainment zone gets a full two minutes of air-time showcasing many of the more physical and community-spirit exergaming options. At the moment there is only one XRtainment zone centre, but given their tremendous success, it is immensely doubtful that there will remain only one. Pulse: The Virtual Clinical Learning LabCreated by Texas A&M University, in partnership with Corpus Christi, Pulse is the brainchild of Claudia McDonald. It is an attempt to train physicians in an immersive virtual reality environment.It is essentially her vision for the next level of medical education. What it is, is a first person role playing environment, which puts the player in the position of being an emergency room doctor, seeing the patients as they first come into the hospital, or even on site in a major disaster. Players see through the eyes of the physician, make the decisions and live with the consequences of those decisions. For example, if you give the right drug in the wrong way, or the right drug in the wrong way, the patient may die, and you have to deal with that. Losing a virtual patient being every bit the wake-up call losing an actual one would be, with none of the actual death after effects. Additionally, even if you give the right drug in the right way, the patient can still die in Pulse, especially if their wounds were serious enough to begin with. That is intended to show that you as a doctor, can do everything right, work to the best of your ability, and, if they are far enough gone, the patient may still die despite your efforts. Again, preparing the player for the world of medicare. When they die without you understanding why, as a player you can go back, resurrect the patient and give them the same injuries. Then treat them again, diagnose them, run more tests and find things you missed the first time. This is an invaluable tool for teaching to look beyond the obvious, a skill typically only learnt with experience at practising medicine. As stated loud and clear in the video, Pulse and systems like it are intended both to supplement actual medical practice, and, in some cases, to replace it altogether. To do that, it simply has to be as real as possible - without the real patient deaths, but with the emotional attachment by the user, to simulate hard, the effect on them as a doctor loss of a patient in their care. Pules gets three full minutes of air-time, with the thoughts of several practising doctors and hospital administrators on it, as well as showing it in action with a medical team. ReMissionA commercial videogame this time, ReMission Created by HopeLab, the game is distributed solely to children battling cancer, at no cost whatsoever. Cynthia Carol, the mother of a boy who was diagnosed with leukaemia, opens the segment. ReMission is an atypical first person shooter, in that the enemies are cancer cells and other parasites.Not just a pick-me-up, the game also tries to educate about the benefits of all manner of cancer treatments, from specific drugs to chemotherapy. Embedded directly into the game, these elements are offered as weapon upgrades, and other enhancements which visually and immediately have a effect on the strength of the cancer cells you are fighting, and on the strength of your equipment. Additionally, the different types of enemies have optional factsheets that can be summoned. These fact-sheets contain information on the real cancer types the enemies are based on, and the ways to fight them, are the actual ways employed against that type. Two minutes of coverage, from the perspective of an actual player, with lukemia. Part One
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