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  • 2007 Serious Games Summit GDC: Jane McGonigal On ilovebees, ARGs This latest Serious Games Source feature covers a keynote by alternate reality game creator Jane McGonigal presented during the recent 2007 Serious Games Summit, during which she stated “I design games from the future,” and offered insight into the creation of Halo 2 ARG ilovebees.
  • Serious Game Engine Shootout In the march up to the Serious Games Shootout panel to take place in March during the Serious Games Summit in San Francisco, writer Richard Carey presents a comparative analysis of several prominent engines currently used for developing serious games, as well as quotes from the companies behind the technologies.
  • Playing with Fire: Enemy Dolls In this latest Playing with Fire feature, Powerful Robot Games' Gonzalo Frasca offers his unique insight into the perception of conflict in games, as well as in other media, and notes how looking at events through the eyes of the opposition could lead to better understanding.

Study: Video Game Improves Cancer Treatment In Young People[08.04.08]

Specially-designed video games help encourage young people with cancer to take their medications more consistently, according to a recent study by nonprofit organization HopeLab and published today in the medical journal Pediatrics.

The study's aim was to provide evidence in support of the potential of video games to improve human health. Said HopeLab vice president of research Dr. Steve Cole, "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."

Study participants played a HopeLab-developed game called Re-Mission, in which players pilot a microscopic robot named Roxie through the bodies of fictional patients to attack cancer cells and combat the side effects of treatment.

Those who played the game, the study found, had higher blood levels of chemotherapy and took their antibiotics more consistently than those who did not, and also demonstrated a higher rate of cancer-related information learning.

The randomized, controlled study followed 375 teens and young adults with cancer at 34 medical centers in the United States, Canada and Australia during three months of cancer treatment.

HopeLab has also distributed more than 125,000 free copies of Re-Mission in 80 countries since its release in April 2006.

"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."

By Leigh Alexander
August 4, 2008 06:44:00 AM PT