Games for Good: The Future of Medical Games

From advances in virtual reality (VR) technology to more basic play, gaming is increasingly used to help people heal and manage illnesses and disorders of all kinds.

For example, VR is a great space for healthcare providers looking to utilize games for good to treat patients. Those suffering from body dysmorphic disorder can use VR to make them feel more comfortable in their own bodies; additionally, soldiers suffering from PTSD have been found to benefit from VR treatment as well. One study followed soldiers who, after incorporating VR, saw a tremendous decrease in PTSD-related symptoms.

Voice technology like Amazon’s Alexa devices have also proved helpful in dealing with health issues. For example, communicating with individuals who are type 2 diabetic, who have a certain lifestyle, and family members who are not. Voice communication technology can help avoid conflicts not just by start dialogues, but also by tracking what food is available in the fridge and proposing recipes that can accommodate type 2 diabetic family members as well as a those who are unafflicted.

Now, imagine if this voice communication system adds game elements to the process to create a more fun, engaging experience. Here’s a scenario: there’s a certain amount of ingredients left in your fridge, and Alexa provides potential recipes you could make. By adding gaming elements, perhaps family members can participate in a cooking competition together, with points awarded for including more protein as opposed to carbs.

This is just one example for how to make treating a medical issue, especially chronic diseases like type 2 diabetes, a less exhausting, more engaging experience. Instead of individuals feeling like they must apologize for perceived inconveniences caused by their illness, they can make it something fun and invite others to participate in their lifestyle. If gaming can be a vehicle for achieving that, it could be a huge win for not just the medical community, but the gaming community as well.

Games for Good: Medical Gamification

Let’s take a closer look at medical gamification and how tools from the gaming industry can be used for gaming that is designed for our wellbeing and health.

“In medicine in general, I have not seen a lot of cases where gains have been fully integrated,” explains Maria Hwang. “It is more gamification, meaning there are game aspects that are added to whatever system they have, whether that’s an application or that’s a whole infrastructure and people go through certain steps to accomplish their goals.”

Maria goes on to explain, “It is a little bit unfortunate coming from a game designer perspective to see that it’s just using one element of games that are sometimes we like to say it’s tricking the patients.”

So you provide incentives. For example, for type 2 diabetics, we want them to log their meals. So every time you log something, you get a point for something. Every time you take a picture of your meal, you get a point. Every time you log your glucose measures, you get a badge.

Then you share that with your other friends, then you get a social media badge or not. Those are the superficial gamification aspects that we’re putting into these apps or infrastructures, says Maria. That will incentivize the patients to do something that they don’t want to do.

“From what I can tell, that’s the extent of how games are being used in medicine. We can go a little bit further and take advantage of all the affordances of games and make it more beautiful.”

Some efforts have been made in terms of mental health. There’s a lot of games that address mental health. It’s a full-blown game where people play it in and, some communities talk about the characters, the issues, the conflicts they resolved inside the game, and really from that, they’re healing and doing therapy. The goal is to keep relaxed. This is the neurofeedback headset that it comes with.

There’s one sensor right here at the front that is reading your brainwaves. The more relaxed you are, the bigger your midnight grows in the game. We have been trying to teach kids if you change the way they think, then the world out there looks different. It’s an incredibly powerful metaphor, says Maria. So, there are efforts in that area.

Maria explains that from a game designer perspective, the majority seen is only using superficial incentivized aspects of games, at least in medicine.

But it’s changing.

Games for Good: Charity

This last year for Christmas, we helped raise $1,200 for the VFW to give 20 families a Christmas. We even got everything on their list. One of those things that I was passionate about — I threw my funds in on top of it to make sure I got it done — was the PS4 for a young kid from a veteran family with a missing father.

People come to me sometimes and they’re like, “I got a cause” — like the VFW. One of them messaged me privately, and I vetted him. I got his information; I got his 401C, and I got his bank account information so that I knew they were legitimate.

That is the primary goal: If you are going to do any kind of fundraising, you don’t deal with the cash yourself. Also, make sure you vet the people you’re giving the money to.

Besides that, we also do things like suicide-prevention strain streams. The last one we did was 35 minutes in from my end. I put seven streamers together — two of which were veterans because that’s our most at-risk community for suicide prevention.

Right behind them were us — gamers and streamers because a lot of us are alone or introverts and we struggle to communicate outside of ourselves. However, gaming allows us to open up.

So, when doing suicide prevention awareness, we’re not asking for donations; we’re just asking people to be aware, to reach out to people, and to let them know they’re not alone.

There are many opportunities to do things without money or without asking for money, since, sometimes, that’s a turnoff.

In summary, vet who you’re going to work with. Then, make sure that you’re going to represent them while you’re doing what you’re doing. That way you don’t reflect poorly on their cause because you’re their face at the moment.

Esports Media and League Marketing: Marketing Analytics & Data

 “So much of marketing around esports is done very differently than it is around traditional consumer experiences or traditional consumer products,” Explains Wim Stocks. “Using influencers and building influencer involvement with a particular campaign is a special set of understandings. That’s a really important role.”

“For us, it’s analytics. A huge part of our business from how we improve our events to how we improve our player experiences are all derived from the analytics around an event, a player’s participation in the event, what our stream looked like, how we’ve engaged an audience for our streams. Those are all very analytics driven, and those are huge opportunities in the esports space.”

“How does one incorporate data and what is the importance of data and knowing it and knowing the importance of it, etc. within our business landscape?” Jonathan Sumers asks. “It’s extremely important because in the digital world one of the benefits of digital and social media in general when we speak to partners and potential partners is the measurability the fact that you can track it. You can target it. You can measure it.”

“It provides all that information. I tell people all the time that the analytics debate in traditional sports is funny. It’s been happening over the most recent years, where people feel as if you either are an analytics person 100% or you’re an old-school iTest person.”

“Obviously, the answer is somewhere in between, right? Numbers and data are information. Information is power. The more information you have, the more leverage you have, the better position you’re going to be in in any circumstance, personal or professional,” Says Sumers.

“If we can gather as much data, whether it be performance of our social post for our partners or nonbranded posts or how many viewers we have per stream or how long they watch per stream or how many unique viewers, etc. that’s all crucial to the story we’re telling as we go into these partnership meetings and other meetings because they tell the story of our brand.”

“If you’re going to hold a traditional sporting event, and your venue holds 20,000 people, you can’t hold the game and not tell people afterwards how many fans showed up. You scroll to the bottom of that box where it tells you the attendance of every game. Numbers, data, and information are crucial across the board and even more so in esports because it is a digital-first property.”

Professional Leagues, Events, Venues, and Player Facilities: Talent Pipelines

The pathway into professional gaming is an important bridge in creating more opportunities for players. Unfortunately, when it comes to esports, that pathway isn’t as well defined as it is in more established sports industries.
Wim Stocks better outlines the disparity using the talent pipeline in baseball:
“If you want to play baseball, you want to be a professional baseball player in Major League Baseball, you know what to do. You start at T-ball when you’re six years old. You go to little league. You play for your high school. You play for your college. You play Minor League ball.”
According to Stocks, this pipeline isn’t nearly as defined in esports. Luckily, the work he’s doing with World Gaming and Collegiate Star League (CSL) is aiming to turn that around.
“You could say we act like the NCAA of esports,” Stocks explains. “We organize leagues. Every game is a league, no different than there is an NCAA football league. In our case, there’s a CSL League of Legends league. There’s a CSL Counterstrike league. There’s a CSL Dota 2 league. There’s a CSL Madden league.”
These leagues aren’t just to host competitive matches – they’re designed to help aspiring players get better while creating a global gaming society. The collegiate leagues are open to college students. Like other major collegiate sports, the aim is to build an infrastructure around creating enthusiasm for esports, developing talents, and presenting clear opportunities for those who want to take their gaming to another level.
As for what adopting this model means, Stocks is clear about what the future of the esports talent pipeline could look like:
“The more this starts to look like traditional sports that have a template – that have a built-in infrastructure and tremendous understanding – the more we can model that for esports.”

Professional Leagues, Events, Venues, and Player Facilities: Tournament Platforms

Which platform makes the most sense to operate tournaments on, and how do we decide which platform and which system we should be running these tournaments on? Ari Brummer has some interesting opinions on the topic. According to Brummer, it varies from game to game. Some games provide a simple answer. For example, League of Legends is played on a PC. And that’s the only way you play the game. Likewise, Mario Kart and Super Smash Brothers are played on the Nintendo Switch exclusively. But some games, like Call of Duty, or sports titles, like Madden or NBA 2K, can be played easily across various platforms, so it’s up to you to decide.

Not all games are cross-platform, but recently, games like Call of Duty have adopted this approach. So, for example, you can run a tournament where gamers are playing on Xbox, PC, or PlayStation – both of which are cross-generational. But for a game like NBA 2K, you have to pick one specific platform to enter tournaments on.

Brummer is running a draft-eligible tournament for people to have the opportunity to join the NBA 2K league if they win. It will take place on the Xbox. Before choosing Xbox as the platform for the tournament, their research had shown that there was recently a high uptick in sales for Xbox. They also discovered that there are a lot of competitive players in NBA 2K that play on Xbox. This research drove them to shift their focus from Playstation to Xbox to make sure that top-level talent could compete in the tournament itself.

They aim to have a wide variety of tournaments to cater to players at all levels and make them more accessible to different platforms. This means, if they are running a Madden tournament on Xbox, they might run a FIFA tournament on Playstation. So, using research to make a decision beforehand, they ensure that there’s a clear marketing strategy in place so that gamers know exactly which platform is needed during the sign-up process.

Some Histories of Gaming: Case Study in the History of Mobile Gaming: Canabalt

One of the questions Jessica Hammer is often asked is how games have changed with the advent of digital technologies. According to Hammer, games have been shaped by the technologies people had on hand for as long as people have played them.
“For example, if you look at the manufacturing of game pieces, of dice, of cards, of Meeples, of the things that we can make and that have a cultural understanding of how they work – these shape the kinds of play we can do with them.”
Hammer often connects games across the digital and non-digital divide. To her, there is no divide.
“The way I analyze games is looking at the sort of verbs or actions that they encourage players to take. So you’ve got matching games that are happening in the physical world. For example, if you think about Set, it’s a game of visual perception. You’re looking at a set of cards. You’re looking for matches.
“But that connects to games like match-three games, like Bejeweled or Candy Crush, where you’re looking for matches in a digital environment. Those underlying principles of what the player is doing and the kind of perceptual tasks that are being asked of them are the same.”
However, technologies still have new angles to offer. They provide new human-computer interactions, affordances, or new capabilities for interaction. One way they do this is by automating the complex equations that can make physical games difficult to play at an enjoyable pace.
“Most people who play board games have had the experience of sitting around and waiting while someone else is counting up points,” explains Hammer. “A computer can do that for you, what we call, automagically.”
Computers are also great at hiding key information in games that call for it like Hanabi, one of Hammer’s favorite games.
“These are new capacities that computer games give us,” says Hammer. “We can use them to enhance the kinds of core human interactions that games are.”

Some Histories of Gaming: Technological Change in the History of Games

Games are nothing without players, a sentiment that rings particularly true regarding Roblox. As an interactive experience based on community development, the company knew from the very beginning that it wanted players to be able to express themselves through shared collaborative experiences.

But to foster real collaboration, Roblox knew that respect among community members was crucial. Within the company, there’s a constant conversation taking place to ensure that everyone is given the opportunity to build something special. With this goal in mind, Roblox Studio was designed to use LUA, one of the most user-friendly coding languages available. Roblox seeks to give kids the tools to create; to see players become developers.

When looking at the top games on Roblox, you’re likely to see concepts that, if they were to be pitched in a traditional green light fashion, they would probably never happen. But thanks to the supportive community the company’s built, gamers don’t have to worry about that green light process. Any kid can come on to the platform and, thanks to its ease of use, they can create a game. It really allows them to express themselves without adults getting in the way with rules and regulations. Kids know what kids like.

Whether it’s a seasoned player who’s been active in the world for years or a brand-new developer coming to the community for the first time, Roblox provides everyone with amazing opportunities to be creative in a way that encourages others to add to the story…making the world of the game so much cooler in the process.

Stereotypes, Misogyny, and Diversity: Social Ills & Gaming Communities

How do problematic social issues manifest within the gaming community? According to Maria Hwang, some game characters play off of racist and sexist stereotypes. She also points out issues in the way gamers and fans interact with each other. “There’s a cyberbullying aspect in online communities, and that includes game communities,” she notes.

Hwang highlights the novelty of humanity’s relationship with immersive digital technology as a possible contributing factor. “We’re still in a transition period where we don’t truly understand the distinction between our online and offline lives,” she continues. “As we define what that means and whether our online alter egos are distinct or just continuations of who we are, things will change. For now, though, the idea of embodying new characters and exploring virtual worlds is still a relatively new concept. Cyberbullying may be prevalent because people think that these experiences aren’t real, even though virtual reality is as close to real as entertainment media can get.”

These misconceptions find parallels in the disconnect between people’s actions and their outcomes – Some gamers conclude they can do whatever they want without ramifications. “There are consequences,” cautions Hwang, “but they’re often harder to observe or less tangible than what one might experience in real life.”

Hwang also says that profit motives play a role. “Some people want to capitalize on troublesome things, such as heavily accentuated, hypersexualized portrayals of female characters similar to those found in lingerie commercials and modeling.”

Despite such negatives, Hwang points to a hopeful future. “As we move forward, we constantly reconsider the fluidity between our online and real-life identities. This makes us better equipped to address cyberbullying, stereotyping, and other problems. I believe the gaming and online communities will follow suit, but things are definitely not ideal at the moment.”

Testing the Game: Stress Testing

Game developers are more frequently using stress testing on their games prior to finalization to ensure their game and servers will handle the demand of their player community.
The video game industry is moving to more digital copies of games. When a game launches, everyone downloads it and jumps online at the same time. Without stress testing, it can be hard for game developers to predict if their servers are going to hold up when everybody hops on the game at the same time. This is especially true for more popular titles that have a lot of player demand.
Think of when a new show comes out on Netflix and everybody jumps on to watch it at the same time. Netflix doesn’t run as smooth because of the service demand. The same thing applies to video games.
Companies in the video game industry will hold a public beta. They’ll give access to the game before the final version is officially released so players can play it and test the game out. As a player, you get to demo the game and decide if you’d like to buy the final game or not.
For the developer, these public betas give them a stress test of your game. They get to test out their servers and say “Ok this many people are on. Our servers can handle this many people. Let’s take this information and project how many people are going to buy our game. And multiply this many people so when it does come out and everybody jumps on at the same time, we’re not having server issues.”
Stress testing is an effective method that game developers use to make sure their game is running on day one. Use stress tests to your advantage to determine your community’s anticipation for the game so you can deliver a better launch day experience for them.