Pediatrics publishes data on Re-Mission(TM) video game showing young cancer
patients who played the game took their medications more consistently
REDWOOD CITY, Calif., Aug. 4 /PRNewswire/ -- Video games are among the
most popular entertainment media in the world. Now, groundbreaking research
shows that a specially designed video game can promote positive behaviors in
young cancer patients that enhance the effectiveness of medical treatment.
This research, sponsored by the nonprofit organization HopeLab and published
today in the medical journal Pediatrics, provides scientific evidence for a
growing field of product development that taps into the positive potential of
video games and other popular technology to improve human health.
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"We have very effective treatments for cancer in adolescents, but they
only work if the patient takes them," said Steve Cole, Ph.D., vice president
of research at HopeLab and co-author of the article. "This study shows that a
strategically designed video game can be a powerful new tool to enhance the
impact of medical treatment by motivating healthy behavior in the patient."
The study evaluated the impact of playing Re-Mission(TM), a video game
developed by HopeLab specifically for teens and young adults with cancer, on
key behavioral and psychological factors associated with successful cancer
treatment. In Re-Mission, players pilot a microscopic robot named Roxxi as she
travels through the bodies of fictional cancer patients, blasting away cancer
cells and battling the side-effects of cancer and cancer treatments. This
study on Re-Mission is the largest randomized, controlled study of a video
game intervention ever conducted, following 375 teens and young adults with
cancer at 34 medical centers in the United States, Canada and Australia during
three months of cancer treatment.
In the study, participants who were given Re-Mission maintained higher
levels of chemotherapy in their blood (20%; p=.002) and took their antibiotics
more consistently (16%; p=.012) than those in the control group, demonstrating
the game's impact at a biological level. Participants given Re-Mission also
showed faster acquisition of cancer-related knowledge (230%; p=.035) and
faster increase in self-efficacy (370%; p=.011).
"We now know that games can induce positive changes in the way individuals
manage their health," said Dr. Cole. "The game not only motivates positive
health behavior; it also gives players a greater sense of power and control
over their disease -- in fact, that seems to be its key ingredient."
Analyses of study data suggest that patients' increased sense of control
over cancer (self-efficacy) was a major driver of the game's effect on medical
treatment utilization. To better understand how game play delivers the
outcomes highlighted in the Pediatrics article, HopeLab conducted a study that
utilizes functional magnetic resonance imaging (fMRI) technology to analyze
the brain regions that are activated when people play Re-Mission. Data from
this research will be presented in Tokyo at the 10th International Congress of
Behavioral Medicine August 27 - 30, 2008.
"The process to create and evaluate Re-Mission was highly collaborative,
often challenging, and an incredible learning experience," said Pam Omidyar,
HopeLab founder and board chair. "The publication of Re-Mission data
represents the fulfillment of HopeLab's founding vision -- that rationally
engineered technology can be a powerful tool to improve the health of young
people."
Other study authors include Pamela M. Kato, Ph.D., Ed.M.; Andrew S.
Bradlyn, Ph.D., and Brad H. Pollock, Ph.D., MPH. HopeLab is applying insights
gained from the development and study of Re-Mission to inform ongoing work in
cancer, as well as innovative approaches to address obesity and other chronic
diseases that impact young people.
To read the entire Pediatrics article, visit
http://pediatrics.aappublications.org/cgi/content/full/122/2/e305.
About the Re-Mission(TM) Video Game
Re-Mission combines biologic accuracy with an honest depiction of the
challenges faced by young cancer patients. Re-Mission's main character, Roxxi,
is a gutsy, fully-armed nanobot who seeks out and destroys cancer cells
throughout the human body, battling cancer and its life-threatening effects.
Through 20 different levels of game play, Re-Mission illustrates what occurs
inside the bodies of young cancer patients and how they can most effectively
fight their disease.
HopeLab has distributed more than 125,000 free copies of Re-Mission in 80
countries since its release in April 2006. Re-Mission is available to download
or order at www.re-mission.net. The game is available in English, Spanish and
French and is free of charge to young people with cancer, their families and
caregivers; a $20 donation is suggested to others interested in receiving a
copy of the game. Re-Mission is also distributed through partnerships with
organizations that support HopeLab's commitment to provide Re-Mission free of
charge to young cancer patients, including CIGNA HealthCare
(www.CIGNA.com/Re-Mission), the ESA Foundation (www.theesa.com/foundation),
and Starlight Children's Foundation (www.starlight.org). Re-Mission is rated
T (Teen) by the Entertainment Software Ratings Board.
About HopeLab
HopeLab is a non-profit organization founded in 2001 by Board Chair Pam
Omidyar. HopeLab combines rigorous research with innovative solutions to
improve the health and quality of life of young people living with chronic
illness. HopeLab applies a research-based, customer-focused development model
to create products that address chronic illnesses in young people, including
cancer, obesity, sickle cell disease, major depressive disorder and autism.
For more information, please visit www.hopelab.org.
SOURCE HopeLab
Richard Tate of HopeLab, +1-650-569-5907, rtate@hopelab.org