serious games & child helplines
DESCRIPTION
Possibilities, prejudices & examples of serious health games. The presentation of Frank Schalken starts with an introduction of the online counselling project of the Child Helpline International, facilitated by E-hulp.nlTRANSCRIPT
CHI
1. Handbook online counselling
2. Training implementing online counselling
3. Training methodology
4. Modular website
Day 1
1. Introduction to online counselling
2. Policy
3. Online forms of counselling
4. Finance
5. Organisational development and project
management
Features
• Less sensory perceptions (channel reduction)
• Independent of time and place
• Technical tools
Org. development & proj. mgt.
• Project plan
• Project risks
• Project organisation
• Create commitment
• Feasibility study
• Pilot
Day 2
• Internal organisation
• Administration and registration
• Legal and ethical issues
• Technology
• Security
Legal & ethical issues
Legal issues
• Differences help via phone vs internet
• Storage of data
• Areas of legislation
Ethical issues
• Channel reduction
• Anonymity
Transparency
Administration & registration
• General information, tips, advices & faq’s
• Forum
• Chat
• Search
• Links
Day 3
• Writing for websites
• Design and construction
• Methodology
• Recruitment, selection, training and
supporting counsellors
• Publicity
Design & constuction
• Phase one: first impression
• Phase two: introduction
• Phase three: interaction
5 phase model
1. Warm welcome
2. Clarify the question
• facts
• perception
• wishes
• relationship to the counsellor
3. Determine the goal of the session
4. Work out the goal
5. Closing the circle
Chat skills
• Listening
• Keep asking questions
• Summarising
• Support
• Work with moments of “silence”
• Chat language
• Feedback signals
1. Read the question thoroughly
2. Deduce the question for support
3. Formulate an answer
4. Have a colleague check the e-mail
5. Send the e-mail
Forum supervision
1. Read the message thoroughly
2. Check the message to the guidelines
3. Judge a message
4. Take a decision
5. Follow up the decision
What are serious games? " A (computer) game with a serious purpose
" Combination of play, thing and act
" To inform
" To improve knowledge and skills
Abt, Clark C. Serious Games. Viking Press, New York: 1970: 12.
Just for children? " 67% of 35-49 year olds
" 52% of people aged 50+
" Average more than 3h per week
" 50+: more gaming than reading magazines
" Controller is disappearing
TNS Nipo en Newzoo/Gamesindustry.com. National Gaming Research 2009.
Just for fun? " Since 1970
" Not only tot pimp up your site
" Contributing your message
" All about context
" Must be playable
Education & training " Tamagotchi (sold 28 mln times)
" People with disabilities
" Fertility
" Gaining experience
Education & training
" Nano robot to attack cancer cells
" Types of patients, cancer, treatment, stages
" Survey of 375 children shows:
• Improved knowledge and recognition of
illness
• Disciplined medication use
• More motivated for doctor visits
• Better judgement about quality of life
Kato, P.M , et al. A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial Pediatrics 122 (2008 ): 305-317
Prevention " The Baby Game and Romance
" Increased knowledge -> behaviour
• Sexual behaviour and contraception
• Risk pregnancy
• Teen parenting
• Pregnancy cost and child care
Paperny, D.M., & Starn, J.R. Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics 83 (1989):742-752
Therapy " Pilot study elderly with sub syndromal
depression
" Significant change:
• Reduced depressive symptoms
• Improved cognitive performance
• Higher compliance
• Improved mental health
Jeste, Dilip V. M.D. "Exergames for Subsyndromal Depression in Older Adults: A
Pilot Study of a Novel Intervention" American Journal of Geriatric Psychiatry
vol. 18, issue 3 (2010): 221-226
Player learns to " Assume realistic roles
" Find out what the problem is
" Device strategies
" Make decisions
" Quick feedback on consequences of actions
That is why to use games " Effective tools for learning:
• Motivating
• Explain concepts and facts
• Realistic experience without danger
• Real problems
That is why to use games
“One does not have to be Shakespeare to
understand his plays, but acting in the plays can
yield a more vivid and lasting view of
Shakespeare than would a teacher's reading of
the plays to a class.”