February 22nd and March 25th 2010 – London
The use of serious games and gaming technology in health and healthcare is expanding rapidly. In this session we look at some of the leading examples on increasing physical activity, improving patient compliance, encouraging better personal health, improving hospital operations and providing more engaging training to healthcare professionals.
The aims of this event:
- Experience the benefits of using simulations and serious games compared with standard e-learning.
- Discover clinical trials that demonstrate significant positive benefit in use of games for patients.
- Find how healthcare training can be made much more effective through the use of simulations and serious games.
- See how gaming and virtual technologies can be harnessed to increase physical activity, encourage better personal health and improve hospital operations.
Examples of types of games featured in the session includes
Increasing Physical Activity
Image from seriousgamesmarket blog
Serious games have had a big impact on the health sector especially when it has come down to increasing physical activity. They serve as catalysts to healthier lifestyles, with success with Nintendo’s Wii and Apples IPhone the number of games for physical health have increased over 60%.
Encouraging Better Personal Health
Image from Second Life
The Virtual Healthcare is an “island” in Second Life where users can walk through 3-D interactive displays with their avatars, play educational games, listen to seminars on nutrition, and receive virtual consultations. Helping to advance improvements in healthcare behavior, as well as help to sustain changes.
Improving Hospital Operations
Image from London Imperial College
Organized medical exercises and meetings were held at the Ann Myers Medical Center in Second Life. Now the e-Learning Faculty of Imperial College London has created a spectacular and useful Second Life tool in medical education. Here are some screenshots that can describe what the learning process looks like.