AssessMs: Diagnosing Multiple Sclerosis with Microsoft’s Kinect

When Microsoft introduced its Kinect motion-sensing camera, the technology brought a new element to console gaming. Kinect tracks and captures a player’s movements, then translates them into the play of a game. Now a large pharmaceutical company is partnering with Microsoft to apply that technology for a therapeutic purpose. In a new application of games in health care, Novartis is betting that the Kinect technology can be used to track the progress of multiple sclerosis, and in turn, play a role in developing new treatments for the disease.

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SCRIPT Helps Stroke Patients Recover with Physical Therapy Games

A stroke can result in devastating injury, such as impediments to speech and muscle movement. Survivors of stroke must go through physical therapy to rebuild their muscles and regain the ability to use their hands. This therapy can be productive, leading to restored hand function. While these exercises are helpful, they are not all that interesting. Many patients say that they find them repetitive and boring. But a new medical device that facilitates muscle movements in conjunction with computer games is showing potential as a new application of games in health care.

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SuperBetter: Improving Individual Resilience with Jane McGonigal

Last time, we featured author, inventor and co-founder of SuperBetter, Jane McGonigal to discuss about her upcoming new book, “SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient”. Supported by a decade’s worth of scientific research, Jane reveals how adopting a “gameful” mindset can help cultivate new powers of recovery and resilience in everyday life.

Watch the full interview below to learn about:

  • What were the challenges of of turning a gameful system into a scientific proven approach?
  • Are there conditions that games/gamification/gameful thinking would not be able to help improve an individual’s well being?
  • How does Superbetter and games in general contribute to the development of a person’s resilience?
  • Does gameplay in the virtual world provide sufficient impact in the “real” world?
  • How would a user experience SuperBetter if they are lacking social connections or “allies”?
  • How does the Tetris Effect improves an individual’s self control in memory recollection rather than erasing memory in trauma research?
  • Why does Jane introduces readers to the concept of gameful thinking and a series of small games introduced through the medium of a book?
  • How does Jane overcome environmental resistance and groups who are bias against games?

Watch the video or listen on the audio podcast below and be sure to catch our next episode of the Gamification Revolution.


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Nintendo’s “Quality of Life System” Ventures Into Games in Health

Nintendo is the beloved creator of fan favorites, such as Mario and Link, are currently on the track to watching you while you sleep. Don’t worry it is not as creepy as it sounds this is Nintendo. Nintendo President Satoru Iwata has been rallying for support in this big decision, saying that the new pillars of Nintendo include not only games and consoles but, a third pillar health as well.

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