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Re-Mission: Serious Games Design
Transcript of Re-Mission: Serious Games Design
to increase self-efficacy in young cancer patients Why Is It Needed? http://usatoday30.usatoday.com/news/health/2008-08-03-re-mission_N.htm http://suite101.com/article/remission-videogame-for-cancer-patients-a157259 What Is the Impact? Research shows: positive effects on patients self-efficacy
increased treatment adherence
"positive impact on health behaviors" from http://www.hopelab.org/innovative-solutions/re-mission%E2%84%A2/ http://www.hopelab.org/our-research/re-mission-outcomes-study/ Game Play Re-Mission Game Review Present and the Future of Re-Mission from http://www.commonsensemedia.org/game-reviews/re-mission 2012 research study by Steven W. Cole, Daniel J. Yoo & Brain Knutson suggests that activation of the mesolimbic neural circuits from playing Re-Mission correlates with positive attitudes toward chemotherapy (from http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0033909)
HopeLab developing new game version based on their positive results (from http://www.hopelab.org/innovative-solutions/re-mission%E2%84%A2/ References Cole, Steven W., Daniel J. Yoo, and Brain Knutson. “Interactivity and Reward-Related Neural Activation during a Serious Videogame.” PLOS. Web. http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0033909.
Henderson, Marian. “Re-mission, the Videogame for Cancer Patients.” Suite 101. Web. http://suite101.com/article/remission-videogame-for-cancer-patients-a157259
Innovative Solutions: Re-Mission. HopeLab. Web. http://www.hopelab.org/innovative-solutions/re-mission%E2%84%A2/
Re-Mission. Wikipedia. Web. http://en.wikipedia.org/wiki/Re-Mission
Re-Mission.net. HopeLab. Web. http://www.re-mission.net/
Sapieha, Chad. “Re-Mission.” Commonsense. Web. http://www.commonsensemedia.org/game-reviews/re-mission.
Szabo, Liz. "Video game on a 'Re-Mission' to help kids with cancer." USAToday.com. Web. http://usatoday30.usatoday.com/news/health/2008-08-03-re-mission_N.htm
Video 1 music-Downloaded from http://tos.trekcore.com/audio/#Theme General Analysis The game passes the "fun" test while maintaining its serious nature of helping young cancer patients.
The narrative nature of the game can become tedious, going from patient to patient and reading similar narratives.
Game play, similiarly, becomes tiring, shooting the same or similar villians over and over again. Analysis Based on Gee's Learning Principles When first beginning the game, I entered my name instead of Roxxi's and yet the game did not Identify me by name. However, I believe most patients would identify with Roxxi, battling cancer.
The game is Interactive, with Smitty encouraging Roxxi and providing feedback such as warnings when health is low.
As for Production, I do not feel as if the player has any input. Even with naming the character.
Risk Taking is acceptable as Roxxie never dies.
The game is not Customizable.
Even though the game lacks some of the above criteria, I do feel it provides the player with a degree of Agency. The player gets the sense they are in control of their illness.
The game does provide "Just in Time" information with Smitty offering this guidance when needed.
I think one of the games strength is its situated learning. Patients can learn more about their disease in the context of the body.
The game encourages Performance before Competence by allowing players to fail without severe consequences. Conclusion: While the game does not fulfill all of Gee's 16 principles, it covers enough of them to make this serious game a fun way to learn about the very serious disease of cancer.