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10th Annual Games for Health Conference
Back Bay Events Center, Boston MA
June 18-20, 2014!

Register Today! http://www.regonline.com/gfh2014

Three Days to Explore...The Role of Videogames in Health & HealthcareThe 10th Annual Games for Health Conference is coming. Join hundreds of developers, health professionals, researchers, funders, and more at the largest event devoted to games in health & healthcare.

Three days covering platforms, and business opportunities will prepare you and your organization to deploy effective solutions for behavior change, consumer engagement, public health, professional development, research and more.

For Sponsorship and exhibit opportunities: bbryant@dmill.com
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Thursday, June 19 • 10:30am - 11:30am
Games & Gamification : A healthy discussion of pros & cons

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The Games for Health field involves a grand spectrum of ideas and approaches designed to disrupt health and health care, but how well do you understand the differences that co-exist under the same general cry for innovation?

Too often, people say gamification when they mean games, and sometimes people say games, when they mean the simplicity of gamification. Most often, people are literally confused, thinking that these two words, and their associated practices and traits are one-in-the-same.

Well they’re not.

This session, parses the finer points of what is actually a fairly heated debate over what’s relevant when it come to behavioral design, be it for health, or other purposes. Instead of preaching from a pulpit, the session seeks to dispel and distill games & gamification into different tools in a common purposed toolbox that can be fused together more expertly.

Drawing on examples from existing games, gamification projects, research findings, and unique observations the session draws upon the idea of rather than be trapped in an either/or situation that the true health experience designer sees games and gamification as mutually inclusive and only exclusive when people cling to the mistaken definitions or points of purity that aren’t about solving the problem at hand. The rush toward gamification (vs. games) has brought with it a glut of problematic designs. A common source of trouble on pure gamification implementations is that people often define the experience very narrowly, sacrificing the fundamental appeal that draws people to games in the first place. A broader approach to design, still connected to some of the strengths gamification makes appealing, can lead to better outcomes.

Attendees to this session will come away with not only a better understanding of the strengths and weaknesses of two different approaches to games for health, but more importantly, the session seeks to get at the bigger issue at play when defining experiences as being games or gamified. That issue, simply put, is what works for the user and why?


Thursday June 19, 2014 10:30am - 11:30am
A. John Hancock Hall

Attendees (10)