Games for Health University
Sunday, December 7, 2014 - 1:00 - 5:30 PM
Today organizations big and small are exploring the use games and gamification to achieve outcomes in health & health care including therapies, training, adherence, prevention, exercise, and many forms of wellness. Games for Health University is a 1/2 day tutorial presented by Ben Sawyer of the Games for Health Project which focuses on the critical how-to issues for developing games for health & health care. Mr. Sawyer has built over two-dozen games for use beyond entertainment including projects in health involving walking, sensors, HIV prevention, healthcare training, care quality, and patient empowerment.
After a quick introduction to the gamut of activity in the games for health field this tutorial spends the bulk of its time explaining how to properly utilize games and game technologies for your specific need. Topics covered will include design patterns for health games, key technology platforms, how to find and hire talent, costs and budgeting, and critical issues for producing products through to deployment.
Anyone looking to learn more about games and gamification for health can benefit from this deep tutorial, but especially attendees from organizations that may be considering or currently undertaking their own development projects.
Games for Health Day @ the mHealth Summit
Wednesday, December 10, 2014 - 1:00 - 6:00 PM
Games for Health Day @ mHealth Summit is a fantastic collection of talks, group discussions, and demos designed to fully immerse you into the latest developments and opportunities involving games for health and health care. This multi-track event enables participants to interact with leading projects, researchers, and voices in the games for health field through a combination of talks, panels, and group discussion roundtables.
Topics will focus on mobile games, but also a range of personal health game technologies such as Microsoft Kinect, The Oculus VR platform, PlayStation Move and Project Morpheus, and location based systems like Dance Dance Revolution Classroom Edition. By exploring the full range of personal health solutions, markets, and opportunities, Games for Health Day enables attendees to widen their knowledge about the impact games, game technologies, and gamification can provide to them.
Games for Health Day has the goal that all attendees will leave better prepared to approach games and game technologies as a strategic asset across many aspects of health & health care. Rather than see games as addressing a narrow set of tasks (e.g. exercise) or users (e.g. kids), the agenda for Games for Health Day will directly inform and demonstrate the many applicable uses, markets, and innovations available to individuals and organizations that elevate games as part of a well considered solution set alongside Web, social media, wearables, mHealth, and other digital capacities.