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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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Wednesday, June 18
 

10:00am

Games for Health Design & Production Tutorial
Speakers
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health


Wednesday June 18, 2014 10:00am - 5:00pm
C. Freedom Room

1:00pm

Games for Health Prototyping Workshop
Speakers
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health
PS

Peter Smith

ADL Co-Lab
ADL Co-Lab


Wednesday June 18, 2014 1:00pm - 5:30pm
D. Justice Room
 
Thursday, June 19
 

9:15am

Games for Health Opening Session
The opening session of the Games for Health Conference will provide a look at recent developments in the games for health field, offering insights into the best new opportunities and developments.  After providing a state-of-the-field report, The Games for Health Project will share two exciting outputs from its "Health Games for Everyone" effort revealing two soon-to-be-released projects to help improve innovation in the areas of mobile exergames and nutrition game design.

Attendees will also get an overview of the complete schedule of sessions providing highlights of the content to follow.
 

Moderators
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health

Thursday June 19, 2014 9:15am - 10:00am
A. John Hancock Hall

10:30am

Developer Meetup I
This session offers the chance for all developers, and those looking for development partners to gather at each end of our conference schedule to discuss how games are developed, what approaches work best, costs, what to look for in a developer, and how to collaborate effectively.  

 

Moderators
avatar for David Warhol

David Warhol

President, Realtime Associates, Inc.
David Warhol is founder and president of Realtime Associates, Inc., one of the longest-established independent game production studios in operation today. Founded in 1987, Realtime Associates has released nearly 100 consumer entertainment products on game platforms ranging from the original Nintendo Entertainment System to current generation video game platforms and computers, specializing in ESRB EC, E, E10+, and T-rated software. In... Read More →

Thursday June 19, 2014 10:30am - 11:30am
D. Justice Room

10:30am

Board & Card Games for Health

The majority focus of Games for Health is on digital-based games for health but every so often we’re interested in the new developments taking place in non-digital board/card games. Often these games are translated into digital form, and learning about the differences and insights that come from non-digital games provides unique insights into the larger efforts to use games and game technologies to improve health & healthcare. Recent research by labs like Tiltfactor at Dartmouth have also begun to show the special affordances that traditional board and card games hold over their electronic counterparts.

This sessions brings together a cadre of projects and designers working on board and card games for health & health care purposes.

Projects featured in this session include:

Talk the Talk- A card game exploring adolescent sexual health, rights and identity
My Gift of Grace- A card game about end of life care and decision making
Gut Check – A party styled game about transparency in health care systems


Speakers
NJ

Nick Jehlen

Partner, The Action Mill
I was the lead designer of My Gift of Grace, a game that helps people talk about living and dying well. My company designs products that improve communication and decision-making around end of life issues.
MS

Max Seidman

Game Designer, Tiltfactor
Max is a game designer at Tiltfactor, the game design and research lab for social change located at Dartmouth College. Tiltfactor is dedicated to using games for purposes beyond just fun, and pushing the boundaries of what we know about play. What can it be used for? How effective is it? Max is particularly interested in non-digital or hybrid digital and non-digital gaming for good. | | At Tiltfactor, Max has worked on the design team for... Read More →
avatar for Nikki Zaleski

Nikki Zaleski

Youth Education Coordinator, Illinois Caucus for Adolescent Health
Nikki is the Youth Education Coordinator for the Illinois Caucus for Adolescent Health (ICAH), where she supports the sexual health, rights and identities of young people. She is the Artistic Director for FYI Performing Health Collective, which designs participatory theater experiences about sexual health and sexual violence. Nikki is an Artistic Associate for Sojourn Theater and has worked in schools as a teaching artist through Ag47, Urban... Read More →


Thursday June 19, 2014 10:30am - 11:30am
B. Patriot Room

10:30am

Games & Gamification : A healthy discussion of pros & cons

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?


Speakers

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

10:30am

The LongStoryGame
LongStory is a dating and adventure game that helps pre-teens sandbox healthy relationships and sexuality. It deals with issues such as consent, bullying, being different, fitting in and learning how to ask for what you really want.

LongStory has based it's health strategy on encouraging players to develop empathy through a meaningful and challenging romantic storyline. Learning about and caring for game characters helps players develop and trust their empathy and trains them to use it instead of judgement or defensiveness in their day to day lives. Games can be interventions for mental health promotion, but the majority of mainstream games don't address the capacity to be emotional sandboxes in a meaningful way.

Game designers working on Long Story, a queer positive dating game for pre-teens, will lead a conversation on narrative and choice mechanics that call for empathy, growth and reflection. We invite gamers, interactive designers, health care professionals and entrepreneurs to discuss with us how designers can include white-label health interventions in games designed for commercial release to build emotional resilience through play.

Speakers
avatar for Miriam Verburg

Miriam Verburg

Founder, Bloom Digital Media
I am the founder of Bloom Digital Media and Executive Producer of LongStory Game: A queer & love positive dating game for the 21st century. Come talk to me about dating games, narrative design, starting a game company and how to alienate your friends and loved ones by working over the weekend.


Thursday June 19, 2014 10:30am - 11:30am
C. Freedom Room

11:45am

Games for Health Europe Meetup
Each year Games for Health sees many attendees from around the world.  This special meetup hosted by our conference organizers in Europe is a chance for all internationally based attendees to gather and discuss how the field is growing in their regions.  Attendees will have the chance to share their specific stories, but also discuss how The Games for Health Project and its partner organizations and events can better support developers, researchers, and health stakeholders in their country to deploy successful game-based projects on a local and global basis.

Moderators
Thursday June 19, 2014 11:45am - 12:30pm
E. Liberty Room

11:45am

Games, Medical Devices and the FDA: Now, Near & Next

This year we have a return of our session on regulation information that may increasingly be a factor in the development and deployment of your game for health.

Do you know which video games are subject to regulation by the U.S. Food and Drug Administration (FDA)? Answer: All of them! (At least potentially.)

At this session, attandees will learn why some games for health might be regulated as medical devices by FDA, and what that means for game developers. Attendees will also be updated on FDA’s latest efforts to regulate mobile medical apps and how those efforts might affect games for health. In sum, this session will help demystify the FDA process and attempt to remove the “”scare factor”” of government regulation of video games.


Speakers
avatar for Igor Gorlach

Igor Gorlach

Healthcare Associate, Foley Hoag LLP
The healthcare practice at Foley Hoag helps companies comply with FDA regulations and develop a relationship with the agency. We also guide companies through the reimbursement process for Medicare, Medicaid and other public and private insurers. My colleagues at the transaction law group also help prepare companies for mergers, acquisitions, IPOs, and other transactions.


Thursday June 19, 2014 11:45am - 12:30pm
D. Justice Room

11:45am

Insights on the Road to Gamifying Corporate Wellness
Games are playing a role in a variety of organizational wellness programs.  Be it gamified step plans, or exergames in the workout room, employers are looking to games to be part of their solution set.  

As game developers attempt to crack the organizational wellness market they're learning what works and what doesn't.  This talk, covers the case study of FIX: Fitness Interactive Experience, a Georgia-based company, and its efforts to build, market, and deploy UtiliFIT, a platform for organizing games and social groups within organizations.

Sharing their insights from the road to games in corporate Wellness. FIX CEO Mike Tinney will help further illuminate the opportunities, barriers, and possible pathways developers face as they look to customer and user opportunities in the corporate wellness market.

Speakers
MT

Mike Tinney

CEO and Founder, FIX: Fitness Interactive eXperience
Games are in Mike Tinney’s DNA. His career began in game design (if not exactly the kind of games you think of today) with his first job being to run weekend-long murder mystery themed events at hotels and resorts in the Northeast prior to “the internet.” After his company was merged into White Wolf, a creative publishing house, Mike spent the next 13 years in a variety of roles that included game design, licensing, marketing and business... Read More →


Thursday June 19, 2014 11:45am - 12:30pm
C. Freedom Room

11:45am

Social Outliers: Social & Social Game Systems You Should Know

To the uninformed once you get past Facebook and Twitter you’d think the world was a barren landscape void of communication but one could not be more wrong.  In the past several years there has been an explosion of social network systems of many shapes, sizes, and capabilities such that it is not uncommon to find people who have over a half-dozen unique social networks they belong-to and participate heavily in.  At the same time, many specific demographics and regions have migrated from the well-known social networks to entirely new social network landscapes.  Teens these days wouldn’t be caught dead on Facebook, but Instagram is teeming with young social networkers.  Heard of QQ?  Tencent’s instant messaging service in China has 798 million active accounts.  Did you know that an entirely new batch of social network systems are thriving on the premise of ephemeral media, where media and text posted to them are gone within hours of their release automatically?  Want to participate in anonymous social media? There are plenty of specialized systems where your real name is the last thing you’re asked for.

During this session we’ll examine as many of the largest, and most interesting social network systems you may not ever have heard of.  As we do we’ll investigate specifically how games are working, or could work on these services, and what types of health games especially could be successful amongst them.

As more games become social, and the power of social networks to help and hurt our wellbeing is further established, it will be important for games for health developers to know about the worlds that lie beyond Facebook and Twitter.  Come hear about the social outliers, and avoid being one yourself.


Speakers
KH

Kimberly Hiefje

Deputy Director, play2PREVENT Lab, Yale University School of Medicine
Dr. Hieftje's research interests primarily focus on health promotion and behavior change through the use of videogames. Dr. Hieftje is an Associate Research Scientist at Yale University, School of Medicine, where she is currently involved in the development and testing of several health behavior change videogames. She is the Project Director for a five-year NIH grant that focuses on the development and evaluation an interactive videogame... Read More →


Thursday June 19, 2014 11:45am - 12:30pm
B. Patriot Room

11:45am

VR Rebooted; A-Z on the new wave of VR technologies for games & health

When FaceBook purchased Oculus for $2 Billion in cash and stock at the beginning of 2014 it really put an exclamation point on a major new reboot of VR technologies that was already well underway. VR has a been incrementally evolving since the 1950’s, but the new tsunami of cheap 3D displays, motion tracking, biosensors, and an exploding hacker/maker community have catapulted VR from futurist science fiction to a viable digital health solution of today.

This session put’s this transition in perspective from where we’ve been to where the VR Reboot is going. We will sort through the ins-and-outs of a plethora of new products and important known issues about of VR so attendees can better take advantage of the coming wave of headsets, SDKs, peripherals, and claims.


Thursday June 19, 2014 11:45am - 12:30pm
A. John Hancock Hall

1:30pm

Games & Autism Panel
This session combines group discussion with short presentations on work involving games for helping families with autistic members and individuals with autism spectrum disorder.  After reviewing the work of those in attendance, moderators for the session will foster additional discussion that will explore topics around games and autism in general, specific research findings & needed directions, development opportunities and techniques, as well as how the crucial issues over how deploy great game-based products that can be meaningfully assistive to those with autism.

Speakers
EF

Erinn Finke

University Park, PA, USA, Penn State University
BH

Ben Hickerson

Penn State University
Penn State University
RK

Randy Kulman

Learning Works for Kids
Learning Works for Kids


Thursday June 19, 2014 1:30pm - 2:30pm
C. Freedom Room

1:30pm

Games for Health Getting Down to Business Panel
This panel brings together a number of games for health field participants who are focusing ever more on commercial efforts. The transition of the field from one focused on research, early prototypes, and work-for-hire, to one of products, and services, sold through app stores, enterprise sales, and direct provider sales, is still an early stage effort. Learning from what's worked, and what hasn't so far, and taking into account the constant and quickening changes happening in technology & health, what is the outlook for the next year for building sustainable business(es) from a games for health perspective? The goal of this panel is to examine the past, but make smart, if not bold, predictions for the next year and beyond.

Moderators
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health

Speakers
avatar for Ron Goldman

Ron Goldman

Co-Founder & CEO, Kognito Interactive
Ron Goldman is the co-founder & CEO of Kognito Interactive, an award-winning developer of avatar-based role-playing training games in the areas of health and behavioral health. Ron has extensive experience as an entrepreneur in the areas of new media, games, and entertainment. Ron is a frequent speaker at conferences about the future of gaming technology for learning and social change and about innovative business models. Ron also established... Read More →
RP

Richard Potash

Founder and President, CSMi
Rich has a life-long interest in the measurement and improvement of human performance. After receiving Bachelors and Masters Degrees in Computer Science from MIT, he founded Computer Sports Medicine, Inc. which develops strength, endurance, and balance measurement systems. His current interests include the application of gaming platforms and mobile devices to the Physical Therapy and Athletic Training markets.
MT

Mike Tinney

CEO and Founder, FIX: Fitness Interactive eXperience
Games are in Mike Tinney’s DNA. His career began in game design (if not exactly the kind of games you think of today) with his first job being to run weekend-long murder mystery themed events at hotels and resorts in the Northeast prior to “the internet.” After his company was merged into White Wolf, a creative publishing house, Mike spent the next 13 years in a variety of roles that included game design, licensing, marketing and business... Read More →
avatar for Lise Worthen-Chaudhari

Lise Worthen-Chaudhari

Research Assistant Professor, The Ohio State University Medical Center
I'm a dancer. I do some other things. Interactive art, biomechanics, motor control, clinical research. But mostly, I'm a dancer. I design interactive applications that promote neurorecovery through movement, and conduct patient research testing of my own and other emerging health games at The Ohio State University Medical Center.


Thursday June 19, 2014 1:30pm - 2:30pm
A. John Hancock Hall

1:30pm

Games & Nutrition Meetup
Speakers
avatar for Catherine Frederico

Catherine Frederico

President, Frederico Arts LLC; Adjunct Professor Newbury College, Regis College, Frederico Arts LLC
Catherine Frederico, MS RD LDN is a registered dietitian and adjunct professor at both Regis College and Newbury College in Massachusetts, as well as President of Frederico Arts LLC. She holds a BS degree in Biological Health/Nutrition Science from The Pennsylvania State University, and an MS in Foods & Nutrition from Arizona State University. For 13 years Catherine was a renal dietitian, and then specialized in pediatric and fitness nutrition... Read More →


Thursday June 19, 2014 1:30pm - 2:30pm
D. Justice Room

1:30pm

Storytellers Roundtable : Creating Narrative Games that Change Behavior
Many games for health involve narrative elements, or are heavily narrative based.  This session focuses on how game-based health narratives can support and instigate health related behavior change.  Come discuss your ideas for how game-based stories can be developed and deployed offering important interactive methods for helping people improve their health.  Whether its a Twine based choose-your-own-adventure, or an epic 3D story where you actively battle your way to an improved BMI, this session is a chance for storytellers, narrative designers, and developers building narrative technologies to meet and discuss the best ideas for today and needs for tomorrow.

Thursday June 19, 2014 1:30pm - 2:30pm
E. Liberty Room

1:30pm

Games for Health Quality : Come Play With Us
In 2013-2014 Digitalmill teamed up with Dartmouth’s Tiltfactor lab to design, manufacture, test, and deploy games about health & health care quality.  This project, designed for Robert Wood Johnson Foundation’s Aligning Forces for Quality Campaign resulted in three games now available for play:

Pathways for Quality : is a card game that helps you to visualize how health quality initiatives are targeted and structured to achieve a wide range of quality care goals.

Bill of Health : is a board game that specifically focuses on how changes in payment reform can and will bring about major changes in how people are cared for and the systems needed to achieve better care for less cost over a persons lifetime.

Gut Check : is a fun “party game” where you play both provider and patient in a game of truth or care.  Learn how data and quality ratings transparency initiatives have the potential to disrupt health care markets and better empower patients like never before.

During this session we’ll introduce the games, briefly discuss the project and what we learned, but most of all we’ll make it possible for you to try the games yourself and provide a few prizes for the best players among us!


Speakers
MS

Max Seidman

Game Designer, Tiltfactor
Max is a game designer at Tiltfactor, the game design and research lab for social change located at Dartmouth College. Tiltfactor is dedicated to using games for purposes beyond just fun, and pushing the boundaries of what we know about play. What can it be used for? How effective is it? Max is particularly interested in non-digital or hybrid digital and non-digital gaming for good. | | At Tiltfactor, Max has worked on the design team for... Read More →


Thursday June 19, 2014 1:30pm - 2:30pm
B. Patriot Room

2:40pm

Combating Diabetes with Games
Speakers
avatar for Justin Matrisciano

Justin Matrisciano

Physician; President, CMD Gaming/Graden Corp.
Physician-cartoonist; Allegory Adventure games; CartoonMD.com | | Justin Grady Matrisciano MD, who goes by the pen name "Dr. Grady", is a physician-cartoonist with over a decade of experience teaching adults and kids about diabetes through his characters/cartoon strips. He has teamed up with gaming pioneer David Warhol/Realtime Associates and writer and game industry veteran F.J. Lennon to create The Furdmont Chronicles: Main Street... Read More →


Thursday June 19, 2014 2:40pm - 3:20pm
A. John Hancock Hall

2:40pm

Deployment & Promotion Roundtable

“Build it and they will come”, well not so fast.  In today’s world with so many apps, sites, social network systems, advertising platforms, and more, the problems of attention, discovery, and sustainable marketing & distribution plague all software developers, and especially those in emerging markets like Games for Health.

This roundtable seeks to gather together the best collective minds to discuss how everyone can move from product in development to product thriving in deployment.  Special attention will be given to discussing health specific partnerships (e.g. payers as partners, school health programs, wellness retailers such as CVS), direct-to-consumer issues and more.

The goal for attendees will be to list as many basic ideas for achieving better deployment and promotion of games for health products across three markets:

Direct to Consumer

Consumer via Partners

Business-to-Business

Once enough ideas are proposed, attendees will rank each them in order of their combined feasibility for small-to-medium developers taking into account cost, logistics, and ability to draw interest from the target market or partners.

 


Moderators
avatar for Lise Worthen-Chaudhari

Lise Worthen-Chaudhari

Research Assistant Professor, The Ohio State University Medical Center
I'm a dancer. I do some other things. Interactive art, biomechanics, motor control, clinical research. But mostly, I'm a dancer. I design interactive applications that promote neurorecovery through movement, and conduct patient research testing of my own and other emerging health games at The Ohio State University Medical Center.

Thursday June 19, 2014 2:40pm - 3:20pm
E. Liberty Room

2:40pm

Market by Market : A Roundtable Discussion Part I

This business focused session is one of several efforts to move beyond bench research, and small prototypes, and discuss what key market opportunities exist in the games for health field.  Two sessions will be held where moderators will help attendees discuss 6 critical markets (4 in each session) developing insights both into their opportunities, but also critical roadblocks that must be solved, or navigated by those seeking success in that particular portion of the games for health field.

Markets Covered (June 19)

    Exercise & Active Games

    Food & Nutrition

    Sensorimotor Rehab & Occupational Therapy

Markets Covered (June 20)

    Cognitive & Emotional Health

    Disease Management

    Workplace Wellness


Moderators
avatar for Abby Joslin

Abby Joslin

Atlanta Chapter President, Georgia Game Developers Association
Talk to me about games! And markets, education, and innovation.

Thursday June 19, 2014 2:40pm - 3:20pm
D. Justice Room

2:40pm

Mobiles, Wearables, Sensors : The Games & Gamification Opportunity

This session will provide some basic information about the currently emerging field of wearable computing and sensors (biometric and otherwise) and then open itself up for a strong group discussion and networking opportunities.  

The session also has a case presentation of work on a mobile gamification app to encourage weight loss through exercise and competition developed at Seoul National University. 

To date, a number of games have been built using biometric sensors, geolocation sensors, many of which are mobile, and worn on person.

It is still early however, and as such this gathering is a good place for pioneers and those still learning about opportunities alike.

Participants in this session will cover three topics as a group exercise:

1. A review of the current state of sensor technologies, with a small slide deck offering a breakdown of the space, and the opportunity for people in the room to share any work they have done, or know further about.

2. A discussion of game opportunities, using sensors, with participants offering, and considering ideas for games that involve biometric feedback, geolocation, or environmental sensing.

3. A compilation of questions and advice.  Participants will also offer up questions not yet answered about how wearables and sensors can work to promote health & healthcare outcomes with games, as well as agreeing on possible key pieces of advice that can be shared further on Games for Health.org


Moderators
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health

Speakers
JK

Jeongeun Kim

Professor, Seoul National University
I am the dreamer to develop Game-based Personal Health Record.


Thursday June 19, 2014 2:40pm - 3:20pm
B. Patriot Room

2:40pm

From Tenacity to Zenjuvo: Developing a go-to-market game about mindfulness

Developed by the Games, Learning & Society program, and based on research by the Center for Investigating Healthy Minds at the Waisman Center, UW-Madison, Tenacity is a meditative app designed to promote mental well-being through breath counting. In Tenacity, the focus is on learning practices of wellness and self-regulation. Relax and concentrate on your own breathing as you explore Greek ruins, Egyptian dunes, and staircases that ascend into the skies, and unlock rewards and achievements as you become a more mindful person.

The work on Tenacity has also led to the development of Zenjuvo which takes the lessons from Tenacity and applies them toward an older audience. Designed for commercialization, Zenjuvo is an effort to move from R&D toward a fully fledged commercial product on mindfulness.

During this session members of the development and research time behind Tenacity and Zenjuvo will explain how the games have come to be developed, with a special emphasis placed on how a university spawned partnership is now attempting to move from research & development phase to wider, commercial, deployment of a game for health project. Thus, the session, which will cover ideas around using games to improve emotional health, is primarily a session about the trials of developing work that moves all the way through the hypothesis, prototyping, assessment, re-development pipeline with the goal of being a publicly available product on app stores worldwide in the next year.


Speakers
avatar for Brian Pelletier

Brian Pelletier

Creative Director & Head of Development, Games Learning Society Center & Learning Games Network
I'm a professional artist and appreciate the comic book art form for storytelling. I have been developing video games for 21 years. I love creating story through art and games provided me the opportunity to bring artwork to life in an interactive story. After developing and shipping 16 AAA retail games that my kids could not play I became passionate about creating games for them that would be fun and meaningful. I'm able to follow that passion... Read More →


Thursday June 19, 2014 2:40pm - 3:20pm
C. Freedom Room

3:30pm

Games for Global Health Meetup

Games for Health will feature a large pre-conference day on games and global health, however, for core Games for Health attendees the Games for Global Health Meetup will offer a chance to further explore how games are working, and could work, in global health contexts.  This can include not only opportunities for specific efforts in less-developed regions, but also opportunities to address truly global issues such as pandemic flu, nutrition, and the spread of non-communicable diseases.

Attendees to this session will first hear from those in attendance with projects in global health, and a brief summary of topics and findings from the Games for Global Health pre-conference meeting, then moderators will open up the discussion to explore questions, and other topics brought to the session by its attendees.


Thursday June 19, 2014 3:30pm - 4:00pm
E. Liberty Room

3:30pm

Ace's Adventure Game to Prevent Pediatric Pedestrian Injuries
Injury is the number one cause of death and disability in children in the United States and an increasingly important public health problem globally. While prevention of injuries is an important goal, prevention efforts are currently fragmented, poorly funded and their effectiveness is rarely studied. Among school-aged children, pedestrian crashes are a major mechanism of injury. We hypothesized that we could develop a game-based educational tool that would be effective in teaching early elementary school children the principles of pedestrian safety. 

Ace’s Adventure Game features a child walking to school. Within the game are several “mini-games” each focusing on a different pedestrian safety message. The game is available in both English and Spanish. The project also features a "life-size simulated street" aka Richie’s Neighborhood, modeled after the game that can be rolled out in a parking lot or school gymnasium for education and testing purposes. 
This session reviews the project, the game, and the study looking at it's efficacy.

Speakers

Thursday June 19, 2014 3:30pm - 4:00pm
B. Patriot Room

3:30pm

Exploring commercial-off-the-shelf games for mental & emotional healtha

This talk will be the presentation of the findings from an early stage research project looking at the potential to use of games as a therapeutic tool for mental health patients who are diagnosed with depression and anxiety disorders. Unlike projects that seek to build a custom game experience this project is looking at the potential to use successful games games as tools for mental health therapy.

By examining fifteen principles that are inherently integrated into games and are aligned with cognitive-behavioral therapy practices we can begin to see how some games offer specific opportunities at different periods in the cognitive-behavioral therapy treatment of a patient.

Attendees to this session will gain three key takeaways useful for those seeking to use games in mental & emotional health contexts. First, is a deeper appreciation for the opportunities to potentially use off-the-shelf games. Second, is a novel look at what games offer to patients, such that even those building custom experiences may find new design practices, borrowed from recognized commercial games, that they can incorporate into their work. Finally, attendees, can look at how examinations of off-the-shelf games may be useful toward better establishing the inherent health opportunities in games released initially as everyday entertainment. Such opportunities cover many areas of activity across the games for health spectrum.


Speakers
avatar for Kristen Kersh

Kristen Kersh

Interaction Designer, Researcher and Educator, Fjord
Kristen has a diverse background which includes graduate degrees in the field of Neuroscience and Education from the Harvard Graduate School of Education and Design and Technology from Parsons the New School for Design . For the past six years Kristen has worked in various positions that involve education, technology and design. These positions have included her two years as a Special Education Teach for America corps member in Denver, her... Read More →


Thursday June 19, 2014 3:30pm - 4:00pm
C. Freedom Room

3:30pm

SchoolLife: A Social Role-Playing Game to Combat Bullying

SchoolLife is a social role-playing game that teaches and assesses social skills to combat the bullying epidemic. Players take on the role of a bullying victim or bystander in a 3D virtual school, and engage in unscripted, open-ended conversations with their peers about how to respond a recent bullying event. Players can say anything they want by typing text. Artificially intelligent characters respond authentically by drawing from a large database of dialogues recorded between actual students. SchoolLife is browser-based, built with the cross-platform Unity game engine. Mobile versions are planned for release in fall 2014.

SchoolLife is the first product in development from Giant Otter Technologies, and is supported by an SBIR grant from the National Science Foundation. The technology platform underlying SchoolLife builds on over 10 years of research from the Harvard Graduate School of Education and the MIT Media Lab — research which has proven that walking in another’s shoes virtually improves relationships, and has demonstrated automating conversational characters with crowdsourced data. This platform is generalizable, and will be applied to teaching and assessing a variety of social and communication skills in educational and professional settings in the future.



Speakers
avatar for Jeff Orkin

Jeff Orkin

Co-Founder, Giant Otter Technologies


Thursday June 19, 2014 3:30pm - 4:00pm
D. Justice Room

3:30pm

The Games for Health Finland experience

Finland is one of the eHealth forerunners in the world. Finland hosts one of the most active and rapidly expanding video game industries in the world. What could be the result when the best of both worlds, eHealth and games, are combined?

Games for Health Finland ecosystem builds up from state-of-the-art research, standardization, safety, living labs (smart cities), user involvement and fast prototyping to promote entrepreneurship for global business. Games for Health Finland reaches even further by looking to connect nationwide electronic health record archive and public open data sources including environmental informatics for best possible personalized outcomes.

The session will be worked through showcase examples from the Finland and the participants are encouraged to actively involve to the discussion. This session will provive an understanding about the role of multistakeholder cooperation and co-creation for building sustainable Games for Health research, development and innovation environments.

Join us in this tutorial to experience the Nordic excellence first hand!


Thursday June 19, 2014 3:30pm - 4:00pm
A. John Hancock Hall

4:15pm

Funding, Grants and Fundraising: finding capital for your health game

Games for Health can’t build themselves, and despite the growing capacities for rapid prototyping, and low-cost development, capital is going to be a huge need for all but the most extremely resourceful of projects.  Games for Health 2014 features daily roundtable sessions where anyone seeking to raise capital can come together and discuss best practices, offer questions to be answered, and identify the opportunities that might work for their particular needs.

Moderators hosting the session will first offer some basic information for attendees, covering the broad areas funds are available from, and then enabling attendees to comment and discuss each one.  No stone will be left unturned! There will be opportunities to discuss grants, venture capital, crowdfunding, Kickstarters, challenges & prizes, accelerators & incubators, contract work, and if time allows, how to identify development strategies that meet the smaller maximum funds many capital sources are offering.


Moderators
avatar for Lynn Fiellin

Lynn Fiellin

Associate Professor of Medicine, Yale University School of Medicine
Risk reduction and prevention in youth and young adults

Thursday June 19, 2014 4:15pm - 5:15pm
B. Patriot Room

4:15pm

Hardware Hangout : Using Game Hardware and Hacking Hardware for Health Games

One of the most amazing revolutions going on in technology today is the increasing capacity to create unique form of hardware.  No longer are circuit boards, processors, and embedded systems the province of a select few.  Today systems like Arduino, and tools like 3D printers are creating outright revolutions in technology.  Engineers are increasingly able to design their own hardware, raise funds from prospective customers and order profitable short-run manufacturing from global contractors.  The result is we have more new types of hardware and experiences than ever before.

Hardware opportunities aren’t just about the rise of new systems and products, a bevy of hardware hackers are modifying off-the-shelf mass-produced products to give them new uses, and capabilities.  An entire community devoted simply to making input devices more compatible for people with disabilities thrives across the Internet.  Students at major universities are designing DIY systems to solve major challenges in health & healthcare around the world.

Games are never far from any hardware innovation, and many of the most interesting innovations in the games for health are tied to new or hacked hardware systems.  For those that understand the inexorable link between new ideas in the realm of hardware and opportunities for new games, and health experiences this is the place to gather, share ideas, and cook up the next hack, device, or experience.


Moderators
RP

Richard Potash

Founder and President, CSMi
Rich has a life-long interest in the measurement and improvement of human performance. After receiving Bachelors and Masters Degrees in Computer Science from MIT, he founded Computer Sports Medicine, Inc. which develops strength, endurance, and balance measurement systems. His current interests include the application of gaming platforms and mobile devices to the Physical Therapy and Athletic Training markets.

Thursday June 19, 2014 4:15pm - 5:15pm
C. Freedom Room

4:15pm

Provider Adoption Roundtable
Speakers
avatar for Beth Ann Walker

Beth Ann Walker

Assistant Professor, University of Indianapolis
Beth Ann is an assistant professor and teaches in the areas of research methodology and analysis within the School of Occupational Therapy of University of Indianapolis. Beth Ann also teaches elective courses on gerotechnology and virtual gaming in rehabilitation. Her research interests involve investigating the design and use of various rehabilitative gaming technologies with older adult users.


Thursday June 19, 2014 4:15pm - 5:15pm
E. Liberty Room

4:15pm

Researchers Meetup: Hosted by the Games for Health Journal
Every year academic, independent, and industry researchers interested in findings, methodologies, and opportunities have gathered during Games for Health to catch up.  The Researchers meetup this year will be held across two-days (June 19-20) of Games for Health.  Moderators will make sure all attendees are given a chance to share their current work, interests, and questions, while also ensuring time is left for good discussions about the future of the games for health field, and the best ideas for extending research and research roadmaps into the months ahead.

Speakers
TB

Tom Baranowski

Professor of Pediatrics, Baylor College of Medicine
Games for Health Journal


Thursday June 19, 2014 4:15pm - 5:15pm
D. Justice Room

4:15pm

Platforms for Developing Exergames

This session features two products that help developers build exergame experiences for leading platforms including mobile phones & tablets.

Extreme Motion is a motion capture engine that extracts the 3D position of the user in front of the camera in every frame and creates a live 3D model of the user in real time. This model is then analyzed and gestures are extracted according to skeleton positioning and/or trajectories.  Extreme Motion works on both desktop and mobile platforms.  During the session the technology will be demonstrated, and issues surrounding use cases for camera-based exergames on mobile platforms will be discussed.

Next up is the Meili Mobile Activities Engine. As part of its “Health Games for Everyone” effort, The Games for Health Project is pleased to debut Meili, an open-source game engine for building active mobile games of all shapes and sizes.  Meili, is a PhoneGap based framework that combines active gesture systems on mobile devices with an audio only game-engine.  Featuring a software pedometer, balance, and GPS engine, Meili can track many types of movement and easily use those as inputs for games.  With its “glanceable” focused UI users never have to be distracted while they go for a walk, run, or other form of out-and-about activity.  Meili responds to the user via multi-track audio, forcefeedback, and other interesting non-distracting forms of output.

With Meili anyone with a rudimentary understanding of programming can make active mobile games and compile them directly for distribution in under a day.  The license structure of Meili even lets you sell your work, and build entire versions of it that extend its features in new and exciting directions.  During this session we’ll introduce you to Meili, and help you understand how you can leave Games for Health ready to build and deploy cutting edge active mobile game experiences on leading app stores around the world.


Speakers
AB

Asaf Barzilay

VP Products, Extreme Reality
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health


Thursday June 19, 2014 4:15pm - 5:15pm
A. John Hancock Hall

5:30pm

Keynote: Vander Caballero
Speakers

Thursday June 19, 2014 5:30pm - 6:15pm
A. John Hancock Hall

6:30pm

Games for Health Evening Reception
Join us for networking, demos, and more as we end our biggest day of sessions and activities.

Thursday June 19, 2014 6:30pm - 8:00pm
A. John Hancock Hall
 
Friday, June 20
 

9:00am

Inside Sesame Workshop's Health Education Efforts
This day II opening session takes a peek inside Sesame Workshop to see how their teams are collaborating on a number of health-focused initiatives that use interactive educational content across a variety of media.  During this talk, key representatives from the Workshop will discuss their Healthy Habits for Life programming and new multi-country health initiatives.  They will overview the use of game technologies ranging from traditional offline physical games and mobile web to cutting edge Kinect and augmented reality experiences. The talk will provide insights on how Sesame Workshop conceives, develops, and evaluates its efforts to reach children and their caregivers with engaging educational content.

Sesame Workshop is the nonprofit educational organization behind Sesame Street, the landmark television program that reaches millions of children every day in more than 150 countries. The Workshop's mission is to use the educational power of media to help children everywhere reach their highest potential. Delivered through a variety of platforms, Sesame Workshop develops research-based content - including television programs, books, games, mobile apps and community engagement initiatives - that supports early childhood learning, helps prepare children for school, and addresses developmental needs. The Workshop's programs are tailored to the needs of specific regions and focus on topics that help young children and families develop critical skills for lifelong learning.

Speakers
LK

Lewis Kofsky

VP International Creative and Global Interactive Strategy, Sesame Workshop
Lewis Kofsky is Vice President, International Creative and Global Interactive Strategy at Sesame Workshop. In this role, Kofsky oversees the creative direction for Sesame Workshop’s international co-productions and initiatives. He also leads Sesame Workshop’s strategy for gaming projects providing a library of interactive offerings on a global scale. Lewis has a diverse background as an experienced producer that includes both traditional... Read More →


Friday June 20, 2014 9:00am - 10:00am
A. John Hancock Hall

10:15am

Cognitive & Emotional Health Games Roundtable
Moderators
avatar for Ron Goldman

Ron Goldman

Co-Founder & CEO, Kognito Interactive
Ron Goldman is the co-founder & CEO of Kognito Interactive, an award-winning developer of avatar-based role-playing training games in the areas of health and behavioral health. Ron has extensive experience as an entrepreneur in the areas of new media, games, and entertainment. Ron is a frequent speaker at conferences about the future of gaming technology for learning and social change and about innovative business models. Ron also established... Read More →

Friday June 20, 2014 10:15am - 11:00am
C. Freedom Room

10:15am

The Challenges & Best Practices of Building Health Games for Youth

Often games for health advocates need to remind press and customers alike that games are not a medium only for youth.  However, there is no denying how much youth today choose games as their preferred media form, spending many involving and engaged hours with their favorite games.  Except, while it would seem like a no-brainer to use games to reach young people about critical health & health care needs, the preference for games by youth is a double-edged sword.  Because, for all the attraction of games, there is a lot of expectations that come alongside.  For all the experience with games that make it easy for them to dive in, there are many who will quickly point out let alone exploit the flaws in your design.  And even if your game is good – how do you reach a market that is not only fickle, but also hard to reach through many common forms of communication.  Drop in prodigious amounts of regulation (COPPA anyone?) and other forms of gatekeeping and things go from being “kids love games!!!” to “how on earth is a kid going to play my game?”

The opportunity for games across a host of youth health issues is great, but one that can humble even the most prepared projects. Breaking down the challenges across identifying opportunities, design, and distribution, this roundtable will enable rich discussion by its participants with the goal being everyone learns how to better design health games for youth, and getting them used.


Friday June 20, 2014 10:15am - 11:00am
D. Justice Room

10:15am

Building Surgery & Healthcare Training with Game Technologies

This session covers several projects that are produced by ARA and its Virtual Heroes team that use videogames and videogame technologies to help with surgery and healthcare training.

1. HumanSim Sedation and Airway 

ARA and Duke University developed the Sedation and Airway tool that accurately reproduces patient vital signs during airway trauma, pain management and anesthesia induction. Our project couples our physiology engine with an immersive training environment to educate personnel in trauma treatment scenarios for airway trauma. The training environment includes 5 moderate sedation and 5 rapid sequence inductions scenarios. The variety of scenarios exposes the trainee to both military trauma and civilian surgical scenarios.

http://www.humansim.com/products/humansim-sedation-and-airway

2. HumanSim Combat Medic

ARA and Duke University’s Combat Medic is a state-of-the-art training and simulation tool for medical education that uses a 3D, collaborative virtual world accessible from any internet-connected computer. The combat medic environment includes learning modules customized to combat medic needs. Combat Medic addresses the top three injuries associated with preventable deaths on the modern battlefield, including hemorrhage, airway management, and tension pneumothorax.

http://www.humansim.com/products/humansim-combat-medic

3. BioGears open source physiology engine

BioGears is an open source, comprehensive, extensible human physiology engine that will drive immersive medical education and training technologies. The BioGears physiology engine platform will allow for distributed collaboration and consistent simulation across the medical training community.

http://www.biogearsengine.com/


Speakers

Friday June 20, 2014 10:15am - 11:00am
B. Patriot Room

10:15am

Exergaming 2015: Movement Based Entertainment

Exergaming has been a key poster-child for the games for health field since the first stories of people losing large amounts of weight with DanceDanceRevolution began circulating the Web. In fact, As researcher Ian Bogost has shown, exergaming goes back to the dawn of the computer games age in the early 1980′s.

But for all the effort, demos, products shipped, why does it seem that exergaming has stalled a bit? Perhaps one reason is that most of the efforts at exergaming have been around specific fitness oriented products that appeal to specific audiences. Perhaps it’s time to truly vision what exergaming could look like if it moved beyond it’s fitness and product only confines to something more pervasive, entertainment oriented, and systemic.

This session attempts to provide a deep analysis of the exergaming and active gaming field while also offering a carefully designed vision of what exergaming can do to reach its potential as a disruptive force in making people healthier.


Speakers
SY

Stephen Yang

SUNY-Cortland
SUNY-Cortland


Friday June 20, 2014 10:15am - 11:00am
A. John Hancock Hall

11:15am

Games & Government Meetup with Centers for Disease Control & Prevention

Games for health as a field has benefited enormously from government sponsored research and interest in using games to improve health & health care across a number of important categories. One of the most active agencies has been the Centers for Disease Control which has undertaken several projects many of which attempt innovative methods for fostering interaction and activity between government experts, game developers, and researchers.

This hour long session, hosted by CDC staff is both an outpost for government members attending games for health, but also a chance to hear about several of the initiatives that the CDC has been spearheading to integrate game-based efforts into its national “Winnable Battles” campaign that includes efforts around:

  •  
    • Food Safety
    • Healthcare-associated Infections
    • HIV
    • Motor Vehicle Injuries
    • Nutrition, Physical Activity, and Obesity
    • Teen Pregnancy
    • Tobacco

These 10 areas cover a wide number of public health issues some of which games are potentially well tailored for.

Come find out more about the multitude of ways CDC and other government agencies are turning to games as part of their solutions toolbox. Find out what resources are available including subject matter expertise, evaluation resources, government events, and more that might potentially help your project as well.


Speakers
TO

Timothy Orr

Computer Engineer, NIOSH/OMSHR


Friday June 20, 2014 11:15am - 12:15pm
B. Patriot Room

11:15am

Market by Market : A Roundtable Discussion Part II

This business focused session is one of several efforts to move beyond bench research, and small prototypes, and discuss what key market opportunities exist in the games for health field.  Two sessions will be held where moderators will help attendees discuss 6 critical markets (4 in each session) developing insights both into their opportunities, but also critical roadblocks that must be solved, or navigated by those seeking success in that particular portion of the games for health field.

Markets Covered (June 19)

    Exercise & Active Games

    Food & Nutrition

    Sensorimotor Rehab & Occupational Therapy

Markets Covered (June 20)

    Cognitive & Emotional Health

    Disease Management

    Workplace Wellness


Speakers
avatar for Abby Joslin

Abby Joslin

Atlanta Chapter President, Georgia Game Developers Association
Talk to me about games! And markets, education, and innovation.


Friday June 20, 2014 11:15am - 12:15pm
D. Justice Room

11:15am

Serious Games on Sensitive Subjects

This roundtable discussion offers the opportunity for anyone pursuing building a game where the experience, related goals, and content cover sensitive subjects which may well cover many aspects of health & health care.

Starting with examples of current trends in the use of games to address sensitive issues and subjects, the roundtable lead by Alex Woolner of Coventry University (UK) will discuss how such games are being deployed and the work specifically in this area emerging from Coventry University’s Serious Games Institute.

Other project in attendance will also discuss their work briefly and then a larger conversation among all participants exploring how to make games on sensitive subjects such as STIs, end of life, emotional health will provide a forum to discuss and debate ideas, innovations, and best practices.


Moderators
Friday June 20, 2014 11:15am - 12:15pm
C. Freedom Room

11:15am

Engagement is the first metric: How game design enriches 5 well-being products.
Bill Sabram has been designing games for a long time and specifically games for health for several years.  This talk focuses on cumulative lessons learned from one of the field's most experienced designers.

Divided into three parts the talk will cover:

1. The intersection of game design and well-being which will cover the importance of engagement, and small actions that motivate and engage players.

2. Meet Daily Challenge, MeYou Health's well-being improvement product, learn about our clinical trail and hear Bill's design insights. www.dailychallenge.com

3. Learn about the design of Walkadoo, a free walking product that everyone can enjoy. Bill will share what worked and what didn't in building MeYou Health's pedometer program. www.walkadoo.com



Speakers

Friday June 20, 2014 11:15am - 12:15pm
A. John Hancock Hall

1:15pm

1:15pm

Funding, Grants, and Fundraising : Finding Capital for your Health Game

Games for Health can’t build themselves, and despite the growing capacities for rapid prototyping, and low-cost development, capital is going to be a huge need for all but the most extremely resourceful of projects.  Games for Health 2014 features daily roundtable sessions where anyone seeking to raise capital can come together and discuss best practices, offer questions to be answered, and identify the opportunities that might work for their particular needs.

Moderators hosting the session will first offer some basic information for attendees, covering the broad areas funds are available from, and then enabling attendees to comment and discuss each one.  No stone will be left unturned! There will be opportunities to discuss grants, venture capital, crowdfunding, Kickstarters, challenges & prizes, accelerators & incubators, contract work, and if time allows, how to identify development strategies that meet the smaller maximum funds many capital sources are offering.


Speakers
avatar for Lynn Fiellin

Lynn Fiellin

Associate Professor of Medicine, Yale University School of Medicine
Risk reduction and prevention in youth and young adults


Friday June 20, 2014 1:15pm - 2:00pm
D. Justice Room

1:15pm

The Come Out & Play Festival : Brainstorming Outdoor Games

In the heyday of the Wii, PS3, and Xbox, as the games for health field moved into view from its humble beginnings so much discussion was around console and desktop-based experiences.  In 2014, nearly everything is mobile, enabling entire new experiences, and genres of games.  One particularly interesting genre of games are new forms of outdoor games that blend together new game designs and/or technologies to foster innovative ways to get people to move more throughout their life.

This session will offer a review of innovative outdoor game efforts including new non-technical efforts that are regularly celebrated by groups like Come Out & Play, and specific technology based opportunities that are made possible by mobile devices, wearables, sensors, and environmental technologies like iBeacons.

After discussing and hearing about some of the existing work and technologies, attendees will be challenged to propose new ideas for games played outside and how they might not only be developed, but also released such that they create new kinds of activities that engage millions of people around the world.

Through this participation attendees will may gain new perspectives on using mobile technologies to instigate exercise, in-store games to foster better food choices, and new ways to get families outdoors enjoying parks, and other forms of recreation.


Friday June 20, 2014 1:15pm - 2:00pm
A. John Hancock Hall

2:15pm

Developer Meetup II
This session offers the chance for all developers, and those looking for development partners to gather at each end of our conference schedule to discuss how games are developed, what approaches work best, costs, what to look for in a developer, and how to collaborate effectively.  

 

Moderators
avatar for David Warhol

David Warhol

President, Realtime Associates, Inc.
David Warhol is founder and president of Realtime Associates, Inc., one of the longest-established independent game production studios in operation today. Founded in 1987, Realtime Associates has released nearly 100 consumer entertainment products on game platforms ranging from the original Nintendo Entertainment System to current generation video game platforms and computers, specializing in ESRB EC, E, E10+, and T-rated software. In... Read More →

Friday June 20, 2014 2:15pm - 3:00pm
B. Patriot Room

2:15pm

The NomNom GameKit : A system for prototyping nutrition games
Starting in 2013 The Games for Health Project began looking at ways to help imporve the development of nutrition games.  The results of this effort are The Nom Nom Game Kit (working title), a paper-based prototying system for building nutrition games.  This session will cover the development of the kit, it's current status, and looks specifically at the problems of building good games about nutrition that are useful, offer opportunity for behavior change, and are fun to experience.

Attendees will have a chance to provide further input on the kits development, and play with an early prototype.  Furthermore, attendees will gain important insights for use in developing their own nutrition oriented games and experiences. 

Speakers
avatar for Ben Sawyer

Ben Sawyer

Co-Founder, Digitalmill
Games for Health


Friday June 20, 2014 2:15pm - 3:00pm
A. John Hancock Hall

2:15pm

WGBH & PBS Kids Present Arthur Family Health
Dealing with your child's health can be challenging and sometimes scary. Arthur and his friends are here to help with games, videos, and resources designed to help keep your family safe and strong.

This session cover's WGBH Boston's development of the Arthur Family Health area of PBSKIDS.org.  Games are one part of a multimedia web-based approach to educating kids and families about common issues surrounding alleries, asthma, nutrition, resilience, and physical fitness.

Learn about the design of the site, each mini-game, and the overall approach to engaging families with young children about important health & healthcare issues.

Speakers
avatar for Bill Shribman

Bill Shribman

Senior Executive Producer, WGBH
I make games for kids. I'm also a photographer and I blog here and there. My current projects at WGBH include ones on earth science, endangered species, distracted driving, health education, media literacy, environmental science and engineering.


Friday June 20, 2014 2:15pm - 3:00pm
C. Freedom Room

3:15pm