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Game on




Video games are for kids only, right? Wrong! Sadat Edroosexplains how such games have evolved from mere toys into potential learning aids

Level one—introduction

In the time it’s taken most new doctors to make the journey from cradle to house officer, things have changed dramatically. Computers, email,  MP3 players; all seemed apparently to make life easier, happier, quicker and more entertaining. Among all the diversions the electronic world offers, none can be more pointless, costly, engaging, or compulsive than video games.


LP WOODS

More than an infantile compulsion, video games are big business. Fiscally the business as a whole has often been quoted on a par with the Hollywood movie industry. The average age of a video game player has changed, too. The first video games were largely made for children, but the Nintendo generation of the 1980s has now grown into their 20s and 30s. 1  2

Technology has matured in leaps and bounds. The graphics of early games were limited by technical constraints and bear little similarity to the photo-realism of today. A prime example is Super Mario, lead character of Nintendo’s consoles, whose appearance has transformed over the years. 3  In his first appearance, he was given a hat to hide the fact that the console couldn’t draw hair. Nowadays it would be possible to draw every hair on his head.

With a combination of an older audience and the ability to make more realistic games, many games are now made exclusively for adult players, with titles such as Resident Evil "tbbref">4 being awarded “18” certificates based on their “interactive horror movie” content. As the video game generation enter their mid-20s, the long term effects of a youth spent in front of games consoles are only now coming to light.

Level two—changing the way we see the world

Too much of anything can be bad for you. In the case of computer games various reports indicate both physical and psychosocial effects, ranging from hand-arm vibration syndrome to poor academic performance. 5 "text63"> 6  And as with any form of media, exposure to violent situations is increasingly thought to lead to aggressive behaviour patterns. From time to time a teen shooting spree is attributed to the influence of excessive game play and the re-enactment of super violent scenarios.

But it’s not all bad news. Games require a degree of hand-eye coordination, and their use can be seen as a form of training in visuospatial skills. Although persistence will help you reach the next level, it may also have a wider impact on everyday life. Researchers found that the type of perceptual learning a game player unwittingly undergoes leads to improvements in a range of visual skills. They found that video game players have an enhanced attentional resource, with wider fields of view, a larger capacity to focus attention over time and better ability to switch tasks. 7

Extrapolating this into the real world, imagine a couple trying to get to work. The games player may see his bus in the corner of his eye, run across the street without getting hit, and get to the stop in time while finding the correct change in his pocket and putting the cigarette out that he’d just lit. The games player’s partner, who last night complained about how much time he spends with the Playstation, never even sees the bus that knocks her over.

On the other hand it could just be that people who are good at video games do well in these tests because they were born with better visual skills. That might be why they like playing them. However, the same researchers took a group of non-game players, and made them play for an hour a day over 10 days. Some played an action game, with lots of shooting and moving around, while others played a relaxing, sedate puzzle game. The first group, who were simultaneously managing several tasks, did much better in tests of visual ability than the second group. In other words, you don’t have to be good at video games to learn skills from them, although the type of skill you learn depends on what situation the game puts you in.

Bonus level—being a medical student without the exams

Computer games may be useful in disposing of an irritating partner, but is there any excuse for playing them when you should be studying? Funnily enough the answer may be yes. Medicine has been the subject of a few games. Life and Death 8  (1992) cast the player as a lowly junior doctor, managing patients who had been admitted to the surgical department. With the benefit of a brief history, a patient is examined by running the mouse over their abdomen and clicking to palpate. Any reaction guides your further investigations and management, choosing between x rays, ultrasounds, referral, or discharge. Make a mistake and the nurse points you in the direction of the lecture theatre and a dressing down from the professor. The manual is informative on surgical principles, and although it might not be an all encompassing revision tool, the game is surprisingly instructive.

Theme Hospital 9  (1997) turned the tables, sending the player to the Dark Side of hospital management. The game allows you to build your hospital, picking the different equipment and types of treatment on offer. Fittingly, the aim is to have the happiest patients while making as much money as possible.

The latest games console, the Nintendo DS, has changed the way games are played. The small handheld machine is released in Europe this March. Rather than the traditional control pad and buttons, DS has a touch screen, like a personal digital assistant. Actions can be performed by rubbing a pen across the screen. Equipment originally used to put phone numbers into electronic diaries has now been used to move characters around and shoot at things. 10

Imaginative game designers, influenced by Life and Death, have transferred this input device into a surgery game, Tendo Dokuta (2004). 11  As before, the screen shows a picture of an acute abdomen or a surgical field. This time, instead of a mouse or control pad, the player wields the console’s pen stylus like a scalpel. By running the pen over the abdomen the player can look for signs of tenderness in the virtual patient’s face, and with these clinical findings an operation can be chosen. Cuts are then made using the stylus to carry out the procedure on screen.

Later this year, an ER video game inspired by the television series, is due to be launched. In the game, the player joins the ER  team as a newly hired intern and handles a steady flow of patients. Through it all will deal with ethical dilemmas and engage in romances. With perseverance, the player will gain prestige among players and supervisors and ascend the ranks of Chicago’s County General Hospital.

Final level—medical school in a laptop

The medics of the future will see technology have a bigger role in their lives than ways to spend spare time. Games may have driven the ability to create and manipulate a graphical image, but other developments have allowed the creation of medical simulators. “We see that there are several things colliding in space at the right time, which will allow a greater deployment of computer based simulation,” explained Ross Horley, director of Medic Vision Limited, a company at the forefront of these changes. 12 The technology to create these simulations is becoming cheaper and therefore more accessible. Force feedback has allowed a level of tactile imitation that is altogether more complex. And with demand for methods of training that are proficiency based and can measure directly how good a trainee is at a task, simulators seem to be the way forward.

New developments in the field of haptics have made these simulators more realistic. Haptics aim to recreate the perception of solid objects by means of force feedback. In its most primitive form, this tactile feedback is used in computer game controllers and mobile phones, making the handset buzz when something happens on screen or a text message arrives. Haptics takes this idea to a much higher level of sophistication. “Screen based, minimally invasive procedures are perfect for a simulator; we just need to generate the feel through the instruments. With haptics we can simulate the hardness of bone, the softness of tissue, the elasticity of skin,” continued Horley.

“What you see on the screen is the other end. So we can render a graphical data set to look realistic and apply a haptic overlay. Through an interface device which will plug into your computer we can feel the virtual model.” Though the models are realistic in appearance and texture, they also act the way you’d expect them to while being cut open. “We can simulate deformation characteristics of under a millimetre—which is similar to your thumb and forefinger just touching.”

These machines have obvious applications in the medical industry, from surgical and anaesthetic training for postgraduates to anatomy training for medical students. The culture of training is changing, and this concept looks set to play a key role. “There will be testing for proficiency, moving from knowledge-based to proficiency-based education. Computer e-learning concepts [and] simulation products will be commonplace.”

“We are at this point where there is a huge shift. We are on the very first rung of a very steep, exponential ladder,” he concludes. “It’s taken a while to get here, but it is easy to see now that the road ahead is a good road. Three years ago it was difficult. People thought we were crazy doing what we’re doing.

Sadat Edroos, final year student, Warwick Medical School
Email: sadat@edroos.co.uk


studentBMJ 2005;13:89-132 March ISSN 0966-6494

  1. The Halo effect. www.economist.com/displaystory.cfm?story_id=3387239 (accessed 17 Jan 2005).
  2. Grossmann L. Busjacking for grownups. www.time.com/time/archive/preview/0,10987,384808,00.html (accessed 17 Jan 2005).
  3. The evolution of Mario. http://nfg.2y.net/games/mariosprites/ (accessed 9 Jan 2005).
  4. Resident evil. http://capcom.com/re4/ (accessed 9 Jan 2005).
  5. Cleary AG, McKendrick H, Sills JA. Hand-arm vibration syndrome may be associated with prolonged use of vibrating computer games. BMJ 2002;324:301.
  6. Gentile DA, Lynch PJ, Linder JR, Walsh DA. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. J Adolesc 2004:27;5–22.
  7. Green CS, Bavelier D. Action video game modifies visual selective attention. Nature 2003;423:534-7.
  8. Life and death. www.the-underdogs.org/game.php?gameid=636 (accessed 9 Jan 2005). 9. Theme hospital. www.the-underdogs.org/game.php?id=2079 (accessed 9 January 2005).
  9. Nintendo DS. http://ds.nintendo.co.uk (accessed 30 Jan 2005).
  10. Tendo Dokuta. www.spike.co.jp/tendo-dokuta/ (accessed 17 Jan 2005).
  11. Medic vision. www.medicvision.com.au (accessed 10 Feb 2005).


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Responses published this month

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Responses

LIFE
Game on
      Sadat Edroos (March, 2005)

Mark D. Griffiths
(March 2nd, 2005)
Read this response


LIFE
Game On
      Sadat Edroos (March, 2005)

Mark D. Griffiths
(March 2nd, 2005)
      Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University mark.griffiths@ntu.ac.uk

TOP


The educational health benefits of videogames

The article by Edroos (1) on videogames as potential learning aids was interesting but highly selective. As Edroos pointed out, there is some evidence suggesting that important skills may be built or reinforced by videogames. For example, spatial visualisation ability (i.e., mentally, rotating and manipulating two- and three-dimensional objects) improve with video game playing (2). It has also been suggested that videogames may be useful in equalising individual differences in spatial skill performance. For over 20 years researchers have been using videogames as a means of researching individuals. Many of these reasons also provide an insight as to why they may be useful educationally. For instance :

  • Videogames can be used as research and/or measurement tools. Furthermore, as research tools they have great diversity.
  • Videogames attract participation by individuals across many demographic boundaries (e.g., age, gender, ethnicity, educational status)
  • Videogames can assist participants in setting goals, ensuring goal rehearsal, providing feedback, reinforcement, and maintaining records of behavioural change.
  • Videogames can be useful because they allow the researcher to measure performance on a very wide variety of tasks, and can be easily changed, standardised and understood.
  • Videogames can be used when examining individual characteristics such as self-esteem, self-concept, goal-setting and individual differences.
  • Videogames are fun and stimulating for participants. Consequently, it is easier to achieve and maintain a person’s undivided attention for long periods of time (3). Because of the fun and excitement, they may also provide an innovative way of learning.
  • Videogames can provide elements of interactivity that may stimulate learning.
  • Videogames also allow participants to experience novelty, curiosity and challenge. This may stimulate learning.
  • Videogames equip participants with state-of-the art technology. This may help overcome technophobia (a condition well-known among many adults). Over time it may also help eliminate gender imbalance in IT use (as males tend to be more avid IT users).
  • Videogames may help in the development of transferable IT skills.
  • Videogames can act as simulations. These allow participants to engage in extraordinary activities and to destroy or even die without real consequences

There of course some disadvantages to researching videogames in an educational context. For instance :

  • Videogames cause participants to become excited and therefore produce a whole host of confounding variables such as motivation and individual skill (4).
  • Videogame technology has rapidly changed across time. Therefore, videogames are constantly being upgraded which makes it hard to evaluate educational impact across studies.
  • Videogame experience and practice may enhance a participant's performance on particular games, which may skew results.

Despite the disadvantages, it would appear that videogames (in the right context) may be a facilitating educational aid.

Videogames have also been used to improve children’s health care. Several games have been developed specifically for children with chronic medical conditions. One of the best-studied is an educational game called "Packy and Marlon" (5). This game was designed to improve self-care skills and medical compliance in children and adolescents with diabetes. Players assume the role of characters that demonstrate good diabetes care practices while working to save a summer camp for children with diabetes from rats and mice who have stolen the supplies. Packy and Marlon is now available through Click Health (www.clickhealth.com), along with two additional health-related software products, Bronkie the Bronchiasaurus (for asthma self-management) and Rex Ronan (for smoking prevention). In a controlled study using Packy and Marlon (5), 8- to 16-year olds were assigned to either a treatment or control group. All participants were given a Super Nintendo game system. The treatment group was given Packy and Marlon software, while the control subjects received an entertainment videogame. In addition to more communication with parents and improved self-care, the treatment group demonstrated a significant decrease in urgent medical visits.

There are also several case reports describing the use of videogames for rehabilitation. In one application, an electronic game was used to improve arm control in a 13-year old boy with Erb’s palsy (6). The authors concluded that the game format capitalised on the child’s motivation to succeed in the game and focused attention away from potential discomfort. Electronic games have also been used to enhance adolescents’ perceived self-efficacy in HIV/AIDS prevention programs (7). Using a time travel adventure game format, information and opportunities for practice discussing prevention practices were provided to high-risk adolescents. Game-playing resulted in significant gains in factual information about safe sex practices, and in the participants’ perceptions of their ability to successfully negotiate and implement such practices with a potential partner.

There are also a number of studies (8-10) that have demonstrated that video games can provide cognitive distraction during cancer chemotherapy in children. All these studies have reported that distracted patients report less nausea prior to chemotherapy and lower systolic pressure after treatment (when compared with controls). Such distraction tasks also reduce the amount of painkillers needed.

It is vital that we continue to develop the positive potential of videogames while remaining aware of possible unintended negative effects when game content is not prosocial. Game developers need support and encouragement to put in the additional effort necessary to develop interesting games that do not rely heavily on violent actions. Most parents would probably support the use of videogames if they were sure they helped their children educationally. There are several elements which the teacher, parent, or facilitator should evaluate when choosing a health promoting / educational or helping videogame (11)

  • Educational or therapeutic objective. The objective of the game should be clear. Professional helpers and developers should have a known goal in mind for the players of the game. The outcomes they are seeking should be clear to the teacher/practitioner and to the player.
  • Type of game. There are many types of activity content: games, puzzles, mazes, play, fantasy/adventure, simulations, and simulation games. Some games require physical skill and strategy, while others are games of chance. Some videogames are board or adventure game, while others involve simulation involving real events or fantasy. No evidence supports a greater therapeutic or educational effect in either situation.
  • Required level and nature of involvement. The evaluator should assess whether the videogame player is passive or active. In some games, the computer plays the game while the participant watches the results. In computer-moderated games, the computer provides the environment for the game to occur and presents decisions or questions to the player at key points during the game. The computer then reveals the consequences of the decisions made by the player.
  • Information and rules. Some games allow the player to have a range of knowledge and information about past experiences with the game. Others provide minimal amounts of information to the player. Part of the strategy may involve the player's response to this lack of information. Rules and player participation in setting rules may vary among games.
  • The role of luck. Some games are driven by chance. It is assumed that the greater the influence of chance in the working of the game, the less educational and therapeutic in nature. However, some players prefer games of chance over games of strategy.
  • Difficulty. Some games allow the player to choose the difficulty level. Others adjust difficulty level based on the progression of the player. This approach allows the game to become progressively more interesting as it becomes more challenging.
  • Competition. Many games build in competition. Some players are attracted by competition. Teachers may wish to examine if the competition is presented in such a way that all can win and that one does not win at the expense of all others.
  • Duration. Some games have very short duration, while others may go on at length. Making of user rewards, personal challenges, or changes in colour or graphical surroundings to maintain interest some games can hold player interest for long periods of time.
  • Participant age and characteristics. Computerised games have been developed for a range of ages. It assumes that the participant can understand the rules of the game and has the skill level to accomplish the motor aspects of playing the game. Some games allow for modification of text to meet the needs of poorly sighted players.
  • Number of players. Some videogames are solitary in nature. Others pit players against each other or the computer. Solitary games may meet the needs of those who find group work difficult.
  • Facilitator's role. In some videogames, the teacher/practitioner or facilitator merely observes. In others, the facilitator may be an important part of the game format.

Videogame technology brings new challenges to the education and medical arena. Video and computer-based games may possess advantages not present in other learning strategies. For example, the ability to choose different solutions to a difficult problem and then see the affect those decisions on a fictional game allows players to experiment with problem solving in a relative safe environment. Videogames have great positive potential in addition to their entertainment value. There has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important research question
References

  1. Edroos S. Game on. Student British Medical Journal 2005; 13: 120-121.
  2. Subrahmanyam K, Greenfield P. Effect of video game practice on spatial skills in boys and girls. Journal of Applied Developmental Psychology 1994; 15: 13-32.
  3. Donchin E. Video games as research tools: The Space Fortress game. Behavior Research Methods, Instruments, & Computers 1995; 27: 217-223.
  4. Porter DB. Computer games: Paradigms of opportunity. Behavior Research Methods, Instruments, & Computers 1995; 27: 229-234.
  5. Brown SJ, Lieberman DA, Germeny BA, Fan YC, Wilson DM, Pasta DJ. Educational video game for juvenile diabetes: Results of a controlled trial. Medical Informatics, 1997; 22: 77-89.
  6. Krichevets AN, Sirotkina EB, Yevsevicheva IV & Zeldin LM. Computer games as a means of movement rehabilitation. Disability and Rehabilitation : An International Multidisciplinary Journal 1994; 17: 100-105.
  7. Thomas R, Cahill J, Santilli L. Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results. Health Education and Behavior 1997; 24: 71-86.
  8. Kolko DJ, Rickard-Figueroa D. Effects of video games on the adverse corollaries of chemotherapy in pediatric oncology patients. Journal of Consulting and Clinical Psychology 1985; 53: 223-228.
  9. Redd WH, Jacobsen PB, DieTrill M, Dermatis H, McEvoy M, Holland JC. Cognitive-attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. Journal of Consulting and Clinical Psychology 1987; 55: 391-395.
  10. Vasterling J, Jenkins RA, Tope DM, Burish TG. Cognitive distraction and relaxation training for the control of side effects due to cancer chemotherapy. Journal of Behavioral Medicine 1993; 16: 65-80.
  11. Funk JB, Germann JN, Buchman DD. Children and electronic games in the United States. Trends in Communication 1997; 2: 111-126.