Games for Health

First Lady Launches App Competition

March 11, 2010

As part of her Let’s Move campaign to end childhood obesity, First Lady Michelle Obama is on the hunt for games that encourage kids to be more physically active and to make better choices about what they eat.

The Apps for Healthy Kids competition officially starts accepting submissions today and will offer up $40,000 in prizes to the winners across two categories—tool and games. Applications will be judged by both the public and an all-star panel that includes Entertainment Software Association (ESA) President Michael Gallagher, LucasArts Engineer Eric Johnson, Zybga’s Mark Pincus and Apple co-founder Steve Wozniak. Judging ends on July 14, 2010.

$3.9M Grant to Fund Yale Game That Will Teach HIV Avoidance

February 8, 2010

Thanks to a research grant of $3.9 million from the Eunice Kennedy Shriver National Institute of Child Health and Human Development, Yale University will create a videogame designed to teach youngsters how to best avoid being infected by the HIV virus.

The grant will be distributed over the course of five years and enable the project, which will be led by Yale School of Medicine Assistant Professor of Medicine Lynn Fiellin M.D. Titled Retro-Warriors, the game will be created with different cultures in mind, in order to spread its message to adolescents around the globe.

The game’s main goal is stated as “teaching minority adolescents sex, drug and alcohol negotiation and refusal skills.” It’s proposed that instead of just preaching about things that could lead to catching HIV, the game would contain a role-playing aspect enabling those using it to participate in and learn from such risky behaviors.

Fiellin stated:

Access to the Internet is growing in developing countries and these technologies could be transferred to adolescents in countries experiencing a growing HIV epidemic but which have limited access to targeted risk-reduction strategies.

Upon completion the game will be subjected to a clinical trial in a New Haven, Connecticut community center.


Via Kotaku, Thanks Andrew!

PBS Prepping All Encompassing Look at Digital Life

January 20, 2010

The Public Broadcasting Service’s (PBS) investigative show Frontline will air a deep look into how digital media and the Internet have transformed human lives and the subject of videogames is featured heavily in the program.

Digital Nation: Life on the Virtual Frontier will debut on February 2 at 9:00 ET. The 90 minute show was produced by Rachel Dretzin, who also created the recent Frontline special Growing Up Online, and will feature commentary from Douglas Rushkoff. Segments include Living Faster, Relationships, Waging War, Virtual Worlds and Learning.

Many individual videos are already available for viewing on the PBS website and a trailer for the show offers a quick overview of what it’s all about.

The Waging War section features game-related topics such as the military’s use of virtual reality training, as well as looks at both America’s Army and the Army Experience Center.

Virtual Worlds contains a cornucopia of videogame segments, including the use of virtual reality therapy for veterans, gaming addiction, professional gamers, violent games, Second Life and about 20 more pieces.

Another cool aspect to the program is that the Digital Nation website launched about a year ago ago in a bid to let users collaborate with the project by sharing their own experiences.

Play Attention Helps Fight ADHD

January 14, 2010

A new system from a company called Games for Life attempts to combat attention deficit hyperactivity disorder (ADHD) in kids by training them to pay attention.

Play Attention is designed for the PC and centers on an object that looks like your standard issue bicycle helmet. The helmet is actually outfitted with brain wave sensors—that read EEG waves associated with attention—that will shut off the on-screen game if a child’s attention wanders. Users control the game using their mind and as long as they continue to focus on the game, they will be able to keep playing it.

A test of the system on ten UK students with ADHD showed their impulse behavior was reduced after 12 weeks with the product. Research Professor Pine said about the system, “The Play Attention method may prevent long-term problems by helping the children to be less impulsive and more self-controlled.”

Units are expected to be available to the public beginning this month.  A 2-user license system for home use costs £1,795 (approximately $2,930.00 U.S.), while a professional version, with unlimited licenses, will sell for £2,495 (approximately $4,070.00 U.S.).

Games Assist Cerebral Palsy Victims in Improving Movement

January 13, 2010

A pilot study into the rehabilitative aspects of videogames has shown that custom-made games can aid hemiplegic cerebral palsy sufferers boost hand functions and forearm bone health.

The pilot involved placing remotely monitored videogame systems in the homes of three participants, who were outfitted with custom-made sensor gloves used to control on-screen action. Games for the pilot were also custom-developed for the program by Rutgers University reports ScienceDaily. Subjects were tasked with exercising their affected hand 30 minutes a day, five days a week.

The remotely monitored consoles (which appear to be PS3s) introduce a few new twists to this study; physical therapists can remotely monitor progress and make adjustments as necessary and patients are spared repeated trips outside the home in order to receive therapy. Patients can also use the devices at their leisure and are not tied to the schedule of a physical therapist or doctor. Not to mention that it's proabably a fun way for rehabbers to get their work in.

All three participants, who were adolescents, showed improved functionality in their affected hand, resulting in a greater ability to lift objects and increased range of motion in their fingers.

Lead author Meredith R. Golomb, M.D, M.Sc., an Indiana University School of Medicine associate professor of neurology, sees other uses for the technology in the future:

While these initial encouraging results were in teens with limited hand and arm function due to perinatal brain injury, we suspect using these games could similarly benefit individuals with other illness that affect movement, such as multiple sclerosis, stroke, arthritis and even those with orthopedic injuries affecting the arm or hand.

Get-Well Gamers Outfits 100th Facility

December 18, 2009

California-based charity Get-Well Gamers has reached a milestone with the addition of the 100th healthcare facility to its network.

The organization stocks children’s hospitals and treatment centers with new and used videogames and systems to provide entertainment for ailing youngsters. Facilities outfitted by Get-Well Gamers now span all 50 U.S. states.

President Ryan Sharpe stated, “We could not have reached this amazing milestone without all those who have helped us throughout the years. The doctors, the child life staff, the parents, the games industry, but most importantly, regular, everyday gamers deserve our deepest thanks.”

The organization also noted that White Wolf Publishing, a division of CCP, recently donated $10,000.

"It is difficult for anyone to be hospitalized but especially so for children,” added Rita Goshert, MS, CCLS, Manager Child’s Life Department, Miller Children’s Hospital at Long Beach Memorial Medical Center. “Play is the work of children. By donating a video game system to hospitalized children, you are helping to support their normal growth and development during a very traumatic time.“

Grants Doled Out to Enable Games & Health Research

November 5, 2009

As part of an initiative to chronicle the health benefits of videogames, The Robert Wood Johnson Foundation (RWJF) has bestowed over $1.85 million in grants to nine research teams.

RWJF’s Health Games Research program, headquartered at the University of California, Santa Barbara, is backed by $8.25 million in funding from RWJF’s Pioneer Portfolio, which operates under the mantra of supporting “innovative projects that may lead to breakthrough improvements in the future of health and health care.” The grant winners announced today are part of a second round of funding.

Pioneer Portfolio Team Director Paul Tarini stated, “The pace of growth and innovation in digital games is incredible, and we see tremendous potential to design them to help people stay healthy or manage chronic conditions like diabetes or Parkinson’s disease.  However, we need to know more about what works and what does not—and why.”

Research teams were chosen from 185 total proposals and each was awarded between $100,000 and $300,00. The grant winners, and a short synopsis of their field of study, are:

• Children's Hospital of Philadelphia - Reward Circuitry, Autism and Games that Teach Social Perceptual Skills
 

George Washington University - Active-Adventure: Investigating a Novel Exergaming Genre in Inner City School Physical Education Programs

Georgetown University - Wii Active Exergame Intervention for Low-Income African-American Obese and Overweight Adolescents

Long Island University - Dance Video Game Training and Falling in Parkinson’s Disease

Michigan State University - Buddy Up! Harnessing Group Dynamics to Boost Motivation to Exercise

Michigan State University - Short-Term and Long-Term Effectiveness of Exergames for Young Adults

Teachers College, Columbia University - Lit: A Game Intervention for Nicotine Smokers

University of California, San Francisco - A Video Game to Enhance Cognitive Health in Older Adults

University of Southern California - Robot Motivator: Towards Adaptive Health Games for Productive Long-Term Interaction

Limited Edition Beatles Rock Band Xbox 360 Auction Benefits Doctors Without Borders

September 10, 2009

With 84 bids down and seven days of auctioning left as I write this, a limited edition Xbox 360 which celebrates the release of The Beatles Rock Band is selling for $7,400 on Ebay.

The sale of the beautifully customized console will benefit Doctors Without Borders. From the auction listing:

Sir Paul McCartney and Ringo Starr, along with Yoko Ono Lennon and Olivia Harrison personally selected the charity as the beneficiary of these proceeds.

Kotaku reports that the charitable auction is the first in a series.

If the console auction is too rich for your blood, purchasing the DLC bonus track All You Need is Love on Xbox Live (about $2) will help out Doctors Without Borders as well. All proceeds go to the charity an purchasers will be entered into a context to win one of the limited edition consoles as well as a
Rickenbacker 325 replica guitar controller.
 

Game Teaches Impoverished Kenyans How to Deal with Crime, AIDS

September 9, 2009

Last December GamePolitics reported on Pamoja Mtaani, a PC game developed through a partnership with Warner Bros. Interactive, North Carolina-based Virtual Heroes (creators of America's Army) and The Partnership For an HIV-free Generation.

The game's title translates to "Together in the Hood," and Pamoja Mtaani aims to help players learn skills to negotiate difficult issues such as crime and HIV in some of East Africa's most impoverished areas.

GP reader Wai Yen Tang dropped us a line to say that a video report on the game and how it is being used is now available on YouTube.

Try to Control Pandemics in New Online Game

August 17, 2009

Beware the Gamers Flu - it could wipe out humanity.

This fictional malady, which breaks out in China and Japan following a game convention, is one of five viral illnesses that can be tackled in The Great Flu, a new online game created by reserachers at the Erasmus Medical Center in the Netherlands.

The Associated Press reports that the object of the game is to prevent a global pandemic:

To fight the emerging outbreak, players use measures including setting up surveillance systems, stockpiling antivirals and vaccines, and closing schools and airports. Players also have a limited budget and are warned that "your actions to control the virus cost money, so keep an eye on it."

A running tally of the numbers of people infected and those who have died sit above the budget. Newspaper stories about the deadly virus and the global response to it — like riots breaking out worldwide — pop up to help players monitor the outbreak.

After a couple of play-throughs, I found The Great Flu to be a real-time strategy affair which is surprisingly enjoyable despite its chilling subject matter. The game challenges players to make difficult, real-world decisions about the timely allocation of healthcare resources when confronted with a potential pandemic. These choices range from relatively inexpensive options such as public information campaigns and distributing face masks, to tougher calls, including massive investments in vaccine or closing schools and airports. One of the game's key lessons - policy makers, take note - is that an aggressive early intervention can save thousands of lives and billions of dollars.

So how did I fare against the Gamers Flu? Not so well. After just a month, 24,000 people had died around the world and there was rioting in the streets of cities along America's East Coast. The great thing about games, however, is that you can always start again.

Canadian City Gives $50K for Development of Speech Therapy Game

August 3, 2009

The Ontario city of Sault Ste. Marie plans to support development of a speech therapy game to the tune of $50,000, according to The Sault Star.

The money from the city's economic development fund will be awarded to Algoma University, which is partnering with the Toronto Rehabilitation Institute to build a game studio devoted to developing health-oriented games.

Council member Steve Butland called the project "different and darn near cutting edge for Sault Ste. Marie."

Don't Smoke 'Em If You Got 'Em - Army Develops Anti-smoking Game

July 9, 2009

The image of the hard-bitten soldier grabbing a post-battle smoke may be a cliche, but it's one that the U.S. Army hopes to change.

To that end, the Texas Medical Center reports that one of its researchers has been awarded $3.7 million grant by the Army to create an anti-smoking video game for military personnel. Alexander Prokhorov, M.D., Ph.D. describes his project:

The tobacco use rates in the Army are alarming – 38 percent of service members smoke cigarettes and 15 percent use smokeless tobacco... Wars boosted the use of tobacco. Research shows tobacco use in the military increased during World War II. We are going to provide ways to help soldiers kick this destructive addiction or resist it in the first place...

The video game-based education program is anything but boring. It provides a highly interactive, engaging and exciting experience.

When the demands of combat duty increase the soldier’s level of pressure and stress, smoking becomes more tempting to both the former smoker and the soldier who has never smoked. The prevention aspect of the game will address this.

Obama Honors Creator of Game That Helps Kids Cope with Cancer

July 1, 2009

At the White House yesterday, President Barack Obama lauded a California non-profit which publishes a PC game designed to help children and teens cope with cancer.

As reported by the San Mateo Daily Journal, Obama recognized HopeLab and its game Re-Mission as an example of the kind of social innovation that is worthy of support from both the public and private sectors. Praising the work of HopeLab and three other non-profits during a ceremony in the East Room of the White House, the President said:

If we work together — if we all go all-in here — think about the difference we can make. Think about the impact we could have with just the organizations represented in this room.

A White House press release praised HopeLab and its game:

HopeLab is dedicated to finding solutions that have broad impact, and works closely with tweens, teens and young adults to create fun, innovative products that meet their needs. Among them is Re-Mission, HopeLab's groundbreaking video game for young people with cancer. Data show that that Re-Mission improves treatment adherence and other key health outcomes... HopeLab is also developing products to combat sedentary behavior in children as a way to fight the effects of childhood obesity.

C-SPAN video of the ceremony is available here. More details of the event are available via HopeLab's Twitter account.

Noon Webcast: Using Games to Advance Learning & Health in Kids

June 23, 2009

Eat lunch at your desk today and catch an important webcast about games and kids.

At Noon the Joan Ganz Cooney Center at Sesame Workshop will launch a two-hour webcast to coincide with today's release of the organization's report Game Changer: Investing in Digital Play to Advance Children's Learning and Health. From the press release:

The report, supported by the Robert Wood Johnson Foundation, specifies how increased national investment in research-based digital games might accelerate children’s learning and healthy development.

 

The panel will discuss the Center’s recommendations for the media industry, government, philanthropy and academia to consider for expanding research, development and use of digital games.

Panelists for the webcast include:

  • Michael Levine Ph.D., Director, the Joan Ganz Cooney Center at Sesame Workshop  
  • Gary E. Knell, President and CEO, Sesame Workshop
  • David Abrams, Executive Director, Schroeder Institute at the American Legacy Foundation
  • Alan Gershenfeld, Founder and President, E Line Ventures
  • Debra Lieberman Ph.D., Director, Health Games Research
  • Scot Osterweil, Creative Director, MIT Education Arcade
  • Susan Zelman Ph.D., Senior Vice President, Corporation for Public Broadcasting

Rep. Diane Watson (D-CA) who chairs the Congressional Entertainment Caucus was also invited to serve on the panel but it is unclear whether or not she will appear.

Games For Health Conference Livens Up Boston

June 10, 2009

The 5th annual Games For Health Conference formally kicks off tomorrow in Boston.

The conference, which runs through Friday, will feature a "Games Accessibility Day" today, devoted to examing way to make games playable by those with physical and cognitive disabilities.

The main conference agenda which begins on Thursday will feature more than 40 sessions:

Topics include exergaming, physical therapy, disease management, health behavior change, bio-feedback, epidemiology, training, cognitive exercise, nutrition and health education.

Army Building Virtual Support Group For Amputee Soldiers

May 28, 2009

The United States Army plans to develop an online virtual support group for soldiers who have lost limbs in combat, reports Virtual World News. The families of the soldiers would also be able to participate in the group.

The idea is still quite preliminary and there is no information available as to what form the virtual support group might eventually take. One could easily imagine, however, an avatar-based system along the lines of Second Life or PlayStation Home.

At this point, the Army is still soliciting proposals for the project on the Federal Business Opportunities website. From the RFP:

Studies have shown that a patients major concern is that of dying alone, either literally or figuratively. The second major concern is that of having unmanaged pain.... quality of life has been much improved by the use of simple support groups...

 

We therefore believe that giving patients and their families access to a virtual support group environment will enable them to have access to a critical resource which they may not be able to be part of in the physical world...

Online Game Promotes Single-Payer Healthcare System

May 27, 2009

Today brings the launch of an online game created for the California Nurses Association and National Nurses Organizing Committee. 

You Bet Your Health advocates a single-payer healthcare system by highlighting ways in which American citizens can be negatively impacted by the current system of commercially-provided healthcare insurance.

The game is a simple spin-the-wheel affair in which all of the outcomes are bad except when the player lands on a single-payer coverage plan. A press release explains the NNOC/CNA's position:

When American patients trust their health to a for-profit insurance company, they're doing nothing less than gambling with their lives...  The game is part of a wide-ranging public education and political mobilization campaign for single-payer health reforms, which is the choice of nurses and doctors.

This video game... features an everyday patient trying to win healthcare from her insurance company.  In each case, the insurer wins.  Finally, as a bonus round, the patient spins to choose a healthcare system—and is fortunate to land on the single-payer model, which is succeeding in much of the rest of the industrialized world and which has been introduced in Congress as HR 676 (Conyers - MI) and S 703 (Sanders - VT).

Although the NNOC/CNA press release indicates that You Bet Your Health will be ad-supported, there are presently no ads on the game's web page.

Swine Flu Games Continue to Infect the Web

May 5, 2009

The feared swine flu pandemic may be fizzling, but online games based on the H1N1 virus continue to proliferate. Today we'll look at two new offerings.

Based on simple keyboard movement system, Stop Swine Flu requires only that players maneuver their character near others and sneeze. Scoring is based on whether one's germs have infected a child, adult or senior citizen.

The game was commissioned by the Wellcome Trust, which the New York Times points out is the world's second largest charity, right behind The Bill & Melinda Gates Foundation. Dr. Daniel Glaser, who heads special projects for the Wellcome Trust, told the NYT:

We did it to engage the older teen audience and teach them that where you sneeze matters. All the science is embedded in a contest that will look familiar to the YouTube generation.

[The idea of the game is] no sicker than Ring Around the Rosy, which is alleged to date from the time of the plague. People have always caught virus and died. I don’t think there’s anything inappropriate about it.

PC Authority points us to the simple-minded Swine Flu: Hamdemic which inexplicably challenges players to hurl pigs across the U.S. - Mexico border.

Wii To Be Hot Topic at Games For Health Conference

April 3, 2009

Registration has opened for the fifth annual Games For Health Conference.

This year's event will be held in Boston on June 11-12.

Nintendo's best-selling Wii console looks to be a hot topic. Of 31 GFH sessions listed so far, 20% are specific to either the Wii or to the Wii-dominated topic of exergaming. These sessions include:

 

  • Using Wii Games to Help Parkinson's Patients
  • Capturing Wiimote & Acceleromter Data for Active Gaming Evaluation
  • Senior Wii : A Study of Seniors and Wii Exercise
  • A Study of Wii Fit Effectiveness
  • Criticisms of Exergaming
  • Discussion & Best Practices for Implementation for Health Application of Exergames

Warner Bros. Creates AIDS Prevention Game for Kenya

December 5, 2008

It's always great to see game tech being to put to use for purposes larger than mere entertainment.

Variety's Cut Scene blog reports that Warner Bros. Interactive will launch a free online game in Kenya designed to teach players about the risks of AIDS as well as how to prevent the spread of the disease.

The five-player game is called Pamoja Mtaani, which translates to Together in the Hood. It will target youth centers in Nairobi and features tunes from local hip-hop musicians. Pamoja Mtaani was developed by North Carolina-based Virtual Heroes, creators of America's Army.

Here's how Warner Bros. describes the game: 

[Pamoja Mtaani] follows five strangers who are brought together through unforeseen circumstances, losing what is most precious to each of them. Working their way through various East African neighborhoods, players must recover the stolen items and help an injured woman on their quest. Along the way, they will experience barriers and facilitators to behavior change through a variety of missions and mini-games.

Pamoja Mtaani is an outgrowth of The Partnership For an HIV-free Generation.

Viagra Video Game Yields to Stiff Opposition from FDA

November 24, 2008

Pharmaceutical manufacturer Pfizer has pulled out of plans to continue running Viva Cruiser, an advergame designed to promote the company's popular erectile dysfunction drug, Viagra.

According to Multinational Monitor, the Food & Drug Administration (FDA) nixed Pfizer's online game which had been appearing on Forbes.com. Viva Cruiser was quietly withdrawn in September:

The video game was pulled shortly after Pfizer removed a video ad from CNN.com, which aired without required warning messages. “The video is misleading because it makes representations and suggestions about the use of Viagra … but fails to disclose any risk information for the drug,” the FDA wrote in its warning letter to Pfizer.

Pharma Industry describes the gameplay aspects of the now-flaccid Viva Cruiser:

Players are instructed, “You’re about to take your partner on a romantic getaway. Pick up a few things on the way.” Players must then guide a motorcycle rider down a desert road picking up gifts for a date and avoiding orange hazard cones. The gifts include roses, scented candles, gift boxes — and of course little, blue, diamond-shaped pills.

As the game progresses, players get points for running over gifts and are penalized for hitting the orange cones. As a stopwatch counts down the available gametime, Pfizer’s “Viva Viagra” theme song can be heard in the background...

(The game isn’t likely to threaten Grand Theft Auto. In only three attempts, I doubled my points from an initially disappointing 27 to a more robust 47.)

Burn Center Game Trains Docs for Mass Casualty Events

September 4, 2008

The Orlando Sentinel reports on the development of Burn Center by 360Ed, a local startup. The training game is designed to teach medical professionals who are not burn experts to deal with mass casualties from an event such as an explosion

The Sentinel notes that 360Ed partnered with the University of Florida College of Medicine and the Florida Department of Health on the project. 360Ed CEO Ben Noel, formerly of Electronic Arts:

September 11 awakened us to the fact that we have to prepare for these mass-casualty type of events, and the best way to prepare is modern technology, simulation and games. Instead of simulating it in a field experience, which can be very expensive, we are simulating it on a computer, which can be played over and over...

 

They said, 'If we give you a playbook, can you make like a Madden football for mass-casualty emergency response?' I said, 'Yeah, we aren't creating any new technology here; we'd just be taking content to places it hasn't been before.'

As the game begins, players are told that bombs have just exploded at a theme park:

The first phase is a race against time in which the player has to quickly assess and triage 40 victims. The second phase takes place in the intensive-care unit, where players make treatment decisions during a simulated 36-hour period. To get training certification from the American Burn Association, players must reach a certain score.

 

Burn Center isn't for the faint of heart. The game features screaming people, many of whom have gruesome burns and are covered in blood. In fact, some of the 360Ed team had a hard time looking at the real photos provided by UF to ensure the graphics in the game were realistic.

 

Autistic Children Aided by Specialized Video Game Software

July 29, 2008

Although controversial radio host Michael Savage may believe that autism is a product of poor parenting, well-informed people know better.

Now, a Maryland firm, Vision Audio, has created EASe Off-Road, game software designed to help autistic children deal with hypersensitivity to sound.

As reported by the Bucks County Courier-Times:

Some children with the brain disorder react to sound in a hypersensitive manner, and others become defensive and appear deaf.

 

[The game uses] sound-based therapy by training the child to develop visual systems responsible for organizing balance and body awareness.

 

The game includes driving, jumping over hills, crashing into trees, and flying off cliffs. Tracking moving targets challenges a child's eye movement and encourages the child to concentrate.

 

Report: Games as Medicine on the Rise

July 16, 2008

The "medicinal" use of video games is growing, according to the Associated Press.

The AP details research done by Carmen Russoniello of East Carolina University, who is attempting to measure whether sickle cell anemia patients can manage pain and stress by playing video games. Russoniello tod the AP:

Ten years ago, they would have laughed me out of that place. But there's an acceptance of things. (Video games) aren't panaceas but they have their place and we need to find where that place is.... The kicker was the EEG; we found brain waves that were consistent with improved mood. That gets people's attention. They can't say anymore, 'That's nice, but how do you know?

Gail Nichols, 48, who suffers from severe depression, said she has been self-medicating with video games for years:

If I get stressed out, my service dog is there with me. I'll pull (the game) out of her pack and between her being there with me and sitting there playing the game I won't be so nervous about people around me. I would hope the medical community will add this to their bag of tricks.

GP: Children's hospitals have long recognized the value of video games in making their young patients more comfortable. Penny Arcade's Child's Play Charity and the Get Well Gamers Foundation have supported such efforts for years.

Tivo Alert: Playing to Win on CNBC Tonight

May 29, 2008

CNBC will air Playing to Win at 10 p.m. Eastern tonight.

The show features a look at the video game violence issue, a trip inside EA, a segment on Games for Health and more.

If you miss it, Playing to Win will be repeated on Sunday at 9 p.m.

Safe Sex Game Coming... It's coming...

September 25, 2006

Hot Coffee it most definitely is not.

As reported by Joystiq, the University of Connecticut is soliciting proposals for a "safer sex video game."

According to UConn bid specs, the goal of the project is "to test the feasibility of using a PC-executable game (non-Flash) format to change the safe sex practices of an otherwise hard to reach group – urban emerging adults."

The University wants vendors to make the game "fun, motivating, and efficacious." That last one's not a dirty word, by the way.

If trials are successful - and no, GP does not know where you go to volunteer - the game will be distributed "broadly." As Joystiq notes, Europeans are already ahead of us in using game tech to teach safe sex.

Proposals from game developers are due back to UConn officials in November.

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GamePolitics ShoutBox

Posted 03/16/10 at 10:21pm
gellymatos: <=After that whole Modern Warfare 2 nade spaming thing, I must say this is awesome.
Posted 03/16/10 at 09:12pm
chadachada321: Parents were divorced, and each parent thought that the other was taking the child.
Posted 03/16/10 at 09:11pm
chadachada321: Meanwhile, in local news...Child left by parents at birthday party in Caesarland and forgotten...
Posted 03/16/10 at 04:14pm
ZippyDSMlee: JD:Ya but the organ grinder got tired of all the "fluffing"...
Posted 03/16/10 at 11:45am
JDKJ: Have you tried partnering with an organ grinder? If you do a good job, passerbys will fawn over you and throw change in your tin cup.
Posted 03/16/10 at 10:59am
ZippyDSMlee: JD is jsut pissy cuse he is not getting enough attnetion...hey neither am I damnit!!!!
Posted 03/16/10 at 10:18am
Valdearg: @Cminer: LMAO. I was about to say the same thing. The typical Youtube comment implies they've been at it for years.
Posted 03/16/10 at 10:17am
CMiner: JDKJ: That happened years ago. Look at your average forum poster/youtube commentor/etc for proof.
Posted 03/16/10 at 10:16am
JDKJ: BREAKING: Goodall Institute for Primate Research teaches chimpazee how to type and post to the Internet.
Posted 03/16/10 at 08:39am
ZippyDSMlee: Afirejar:Left you a warm pile in the Venezuela/censorship article. :P
Posted 03/15/10 at 04:05pm
Andrew Eisen: I'm still here and I'm doing a lot of behind the scenes work (as time permits me). But it's true, I've only written one piece under the new GP but if that Facebook/JT bit is the last thing I write for the site, I’d be okay with that.
Posted 03/15/10 at 04:01pm
ZippyDSMlee: I suppose its not inane enough for petes muses*giggles*
Posted 03/15/10 at 03:55pm
PHX Corp: It had the Video Games tag on it, I thought that it had been a video game law that was concerning it
Posted 03/15/10 at 03:54pm
JDKJ: And what happened to "Senior GP Correspondent, Andrew Eisen, reporting from San Diego [and who has a better finger on the pulse of GP's readership than some others]?" Huh? Did he fall victim to the Night of the Long Knives?
Posted 03/15/10 at 03:53pm
Andrew Eisen: No, but my one example was not meant to cover the entire spectrum. Besides, multiplayer is a big part of video games.
Posted 03/15/10 at 03:50pm
Andrew Eisen: PHX Corp - Are you referring to AB 847? I haven't read the bill but the summary doesn't appear to apply to video games.
Posted 03/15/10 at 03:49pm
DarkSaber: 2 mediocre games do not "a big part of video games" make.
Posted 03/15/10 at 03:49pm
JDKJ: I suspect that'll fall victim to the "pass." Wrong side of the fence. It's North Korea we aren't supposed to like.
Posted 03/15/10 at 03:48pm
DarkSaber: Although, following the "MW2 Made Lots of Money" excuse for a story, GP would be hard pressed to justify WHY they passed on it.
Posted 03/15/10 at 03:47pm
Andrew Eisen: DS - Not necessarily. See recent Ubisoft stories.
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