Answering that question was, in many ways, the reason HopeLab was founded and the vision behind the Re-Mission video game for teens and young adults with cancer. On August 4th, HopeLab announced evidence that games can indeed be designed for good, as demonstrated by research on Re-Mission published in the medical journal Pediatrics.
“We now know that games can induce positive changes in the way individuals manage their health,” said Steve Cole, HopeLab vice president of research and co-author of the study. “The game not only motivates positive health behavior; it also gives players a greater sense of power and control over their disease – in fact, that seems to be its key ingredient.”
The Re-Mission study is the largest randomized, controlled study of a video game intervention ever conducted, following 375 teens and young adults with cancer at 34 medical centers in the United States, Canada and Australia.
Participants who were given Re-Mission:
• Maintained higher level of chemotherapy in their blood
• Took their antibiotics more consistently
• Showed faster acquisition of cancer-related knowledge
• Showed faster increase in self-efficacy
HopeLab is proud to have contributed to the growing scientific evidence that games can be a powerful tool in healthcare. The fact that Re-Mission works is one of the reasons we’re so passionate about getting the game into the hands of young cancer patients who can benefit!
Check out some press below
As of June 2008, over 122,000 copies of Re-Mission have been distributed in 80 countries. Most recently, 3,000 games were shipped to the Childhood Leukemia Foundation, where the games will be distributed to kids all over the US as part of CLF’s HopeBinder program to provide patients and families with helpful resources. This collaboration is another example of how specially designed games like Re-Mission can support the health and well being of young people.
But it’s not just the number of games distributed that counts. HopeLab is committed to rigorous research to understand how games like Re-Mission can motivate positive health behavior and give kids a sense of power and control over their disease.
Here’s a look at some of our ongoing research to understand how Re-Mission works:
o HopeLab has conducted a Narrative and Empathy study to understand what parts of Re-Mission motive changes in behavior, looking at the role of patient stories and actual game play as key factors in the player’s experience.
o We’ve even conducted a large-scale fMRI study on more than 50 participants to determine which brain processes are activated by Re-Mission game play and identify which of those processes affects real-life behavior outside of the video game experience.
Check out HopeLab.org for more information on our research. And stay tuned for more updates from HopeLab!