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Seriously serious games

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Wednesday, 14 April 2010 by Administrator

Marianne Webb, ReachOut.com Interactive Manager, Inspire Foundation and Michelle Blanchard, Senior Research Officer, Inspire Foundation and PhD Candidate Orygen Youth Health Research Centre

Innovation in clinical practice

An exciting development in the area of utilising technology to promote wellbeing is the advent of serious games.

So what are serious games?

Serious games refer to software or hardware applications developed with game technology and game design principles for a primary purpose of learning rather than pure entertainment. In simple terms, it refers to technology-mediated learning.  Serious games are designed with the intention of improving some specific aspect of learning and players come to serious games with that expectation. Serious games can be used in emergency services training, in military training, in corporate education, in health care and in many other sectors of society.
There is some blurring or convergence in the definition of a serious game with some extending the definition to include console games like Wii. For example, Egenfeldt-Nielsen, Smith, & Tosca (2008) define them as computer or video games that are 'produced, marketed or used for purposes other than pure entertainment.'
Serious games measure success through learning outcomes such as reproduction of knowledge and self efficacy.  In the mental health context this could include gains in mental health literacy, resilience, coping skills and optimism.

Current trends and evidence for the use of serious games

Serious games intended for health aim to prevent illness, promote healthy behaviours or provide early intervention. It is still a new and emerging area in research and practice and it is only within the last decade that game development has taken off and effectiveness evaluations conducted.  However, there is growing evidence that serious games can lead to positive outcomes for health and wellbeing by providing opportunities for engagement, skill building and motivation for behavioural change.

One of the first serious games developed to promote health and wellbeing was Remission, a well designed psycho-educational action game, comparable in quality to a commercially successful game such as Halo.  The game aims to educate players about cancer and improve self care skills. A randomised controlled trial of 375 young people found that Re-Mission demonstrated significant increases in knowledge about cancer for participants who used Re-Mission as compared to those in the control group, who played a non-therapeutic commercial entertainment video game. It also found these outcomes present in 1 month and 3 month follow-ups (Beale, Kato, Marin-Bowling, Guthrie, & Cole, 2007), suggesting that serious games have much potential in health promotion and prevention.

Reach Out Central (aka ROC) is a serious game developed to improve the mental health and wellbeing of young people, particularly young men, by increasing their problem solving, help-seeking and communication skills. It allows young people to explore how their thinking, behaviour and choices influence their mental health. It is unique in being the only mental health serious game in Australia available online.

ROC has been developed in consultation with psychologists, young people, gaming experts and with the support of beyondblue: the national depression initiative and the Sony Foundation. It combines cutting-edge technology with the established principles of cognitive behavioural therapy (CBT) to provide a series of modules that help young people aged 14-25 develop life skills to manage mental health difficulties and build resilience.

An external evaluation of ROC, conducted by Swinburne University of Technology in 2008 found that ROC reduced psychological distress, alcohol use and avoidance behaviour. It also found that ROC improved life satisfaction, resilience, problem solving and help seeking. The study concluded that ROC appears to have the capacity to be a useful primary and early intervention tool, enhancing protective factors in young people.

How can serious games be used in clinical practice?

There are numerous opportunities to use serious games to influence clinical outcomes for young people. These can include:

  • Making serious games such as ROC available to young people in waiting rooms or prior to their first session can help to reduce anxiety and makes for a great conversation starter.
  • For young people who are on a waiting list to see a clinician, using a serious game such as ROC during that time can improve wellbeing, reducing the intensity and frequency of intervention required face to face.
  • During a consultation, a serious game can be used to break the ice, promote engagement and facilitate conversation.  Working side by side on a game can be less confronting for some young people and can provide an opportunity for them to discuss sensitive issues by externalising them temporarily to the characters in the game.
  • Following a consultation, setting tasks in serious games as homework can provide an opportunity for young people to practice the skills and strategies explored during the sessions in a safe and anonymous environment
  • Finally for those young people leaving clinical care, serious games can be used to assist in the maintenance of wellbeing.  For example, games like ROC allow you to track progress and improvement over time.  This may signal to a young person when they need to reconnect with face to face support or clinical care.
  • You may have found serious games helpful in other ways.  We'd love to hear your stories below.

Further reading
Serious Games is an emerging area.  Below are some links you might find useful:

Health Games Research
eLearning
Reach Out Central: A Player's Perspective
An Evaluation of Reach Out Central