Games that simply inspire to create more: Re-Mission-2

In  other posts I have referred to use of games for education, and there are many signs that it is a path worth developing further. The Google Hangout that we had on July 1 gave a range of further inputs and ideas from the network on what games inspire. There is a small team of people who has joined a Transmissible Workspace to further work on such ideas and we welcome enthusiastic partners who are interested to help us further develop.

One of the inspiring examples that we can find in Serious Games in Health Care Settings is Re-Mission and Re-Mission-2 from Hope Labs. The game was originally developed as an intervention game in a controlled trial to assess impact on the therapy adherence of adolescents and young adults to chemotherapy and to a regimen of antibiotic prophylaxis. Adherence to the treatment regimen was greater in the intervention group that had been assigned to play the game. Self-efficacy and knowledge also increased in the intervention group compared with the control group.

I can imagine that games such as the set developed by Hope Labs will give the players perhaps a 'visual and tactile awareness' of what the therapy should achieve within their bodies. The game may illustrate the effect of stopping a successful assault too soon, will allow a small group of 'enemies' to re-group and further grow to a larger army-unit. Raising awareness of the practical objective of the therapy, the importance of adhering strictly to the schedule will strengthen self efficacy.

This may certainly apply to public health issues as well, and that is exactly where we want to explore the topic further.

Ideas? Welcome ! Register to this site and share your comments below !



  1. Pamela M. Kato, Steve W. Cole, Andrew S. Bradlyn and Brad H. Pollock. Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics 2008;122;e305
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