gaming, science communication studies
Board gaming for medical and public health education
When I was a kid I loved to play board games of all kinds (and hated to lose). But I don’t think I ever encountered any medical games. Turns out there are quite a few of them, however, some of which are probably best described as educational games.
Operation (1965) is a battery-operated game for kids from age 6 and older.
In Medical Monopoly (1979) you play a doctor running a hospital, and if you are skilled at diagnostics and spending your funds wisely on acquiring the right kinds of drugs, organs for transplants, etc., you’ll get more patients.
What’s peculiar about Medical Monopoly — a game which allegedly is used by some school districts in the US to teach health care — is that the winner is the player who first fills the hospital with patients. Common sense would give credit to the player who first empties the hospital. But maybe the game only reflects medical hospital profit system business as usual, in which case it’s a pretty realistic training ground for living in the US.
Then I just found out (thanks to Jessica for the tip) about yet another medical educational board game. Contrary to most games Pandemic isn’t competetive, but co-operative. The players are supposed to help each other control outbreaks of diseases around the world and search for cures against them. If you play badly and don’t co-operate well, the diseases will win!
Jessica believes Pandemic could be used for serious educational purposes because it “does a really nice job of challenging players to effectively distribute resources and minimize losses in an unpredictable milieu”:
Players end up debating various tactics and strategies several turns in advance: for example, is it better to dispatch your scientist to a relatively remote but heavily infected area to prevent an imminent outbreak, or have her stay close to a research station to effect a cure? It all depends, since the game has mechanisms built in to keep things unpredictable while mimicking how epidemics of infectious disease can rapidly build on themselves and spiral out of control. Just as in real life, you’ll lose pretty quickly if you try to treat every single infection – you have to choose your battles and concentrate on long-term damage management. Because of that, I found myself wondering whether the game would work in a high school or college course dealing with public health policy, and decided it might – except it’s almost too difficult! (But then, so is public health policy).
Maybe it’s not advanced enough for students at the public health programme here at the University of Copenhagen — but on the other hand designing a more advanced epidemiological board game would be an excellent topic for a Bachelor’s thesis in public health.
03 Jan 2009 Thomas
I would love to try both games out -
At SDU in Odense they recently made a 24 hour game called Global Health Risk Game for medical student, where different groups of student had to handle a starting epidemic. You can read about it here:
http://issuu.com/sundoghed/docs/10-15?mode=embed&documentId=080606092749-8420b01d2c774407a89ebe634b585887&layout=grey
Mike
Hi Mike, that’s interesting! I guess one could imagine all possible game formats, from simple board games, via multiplayer online role-playing games á la World of Warcraft, to full scale training situations. I guess my tranquil temperament favors board games though :-)
(btw I didn’t know about your blog — are you aware of other medical blogs in Dk?)
This is completely OT, but the Pandemic-cover reminded me of a game featuring (zombie) »infection«: http://www.l4d.com/home.php
Hi Jørgen, I’m afraid most epidemiologists aren’t particularly aware of the danger of a world-wide zombie outbreak :-) But playing Left4Dead might help raise their awareness, of course, so that this VIA (Very Infectious Agent) could then be incorporated into the hopefully forthcoming World of Outbreak. My inner eye can vividly see the landscape of WoO, particularly how my doctor-avatar (Dr Jones) has to make tough decisions about whether he should fight HIVs, SARSs, obesity memes, rapidly mutating influenza viruses, or zombies.
There is a long history of medical computer games as well. Particularly Theme Hospital (http://www.mobygames.com/game/dos/theme-hospital), published in 1997 by Electronic Arts, was succesful and fun to boot. The game is a simulation, in which the player has to build a hospital, manage staff and attract patients. A similar game is the recently published Hospital Tycoon (http://www.mobygames.com/game/windows/hospital-tycoon), published in 2007 by Codemasters.
My favorite medically themed game (well, sort of medically themed) is the fantastic Psychonauts from 2005, in which the player has to delve into the minds of a group of kids to stop the villain from tampering with their minds. A truly original and brilliant game, by any standards.
I have no doubt that we will see more medically themed games in the future, and particularly games along the lines of the protein-folding game Foldit (which we have written about on this blog before). Everyone, including scientist, is increasingly realising the co-creative potential of the participatory web, and there will no doubt be a rush to explore this potential.
Wow, a whole new universe is opening up, at least to me. A quick browse also disclosed a discussion list (http://www.gamesforhealth.org/maillist2.html) that has been thriving since 2004, and a public health games website (http://www.publichealthgames.com/wp) (none of them have been updated since October 2008, though). Jan Eric has been talking about serious games and informal education in medicine for a while now, so he may have much more in-depth stuff about recent developments in this exciting field.
Serious games is indeed a rapidly emerging field which addresses health care professionals as well as the public. Recently, first-person shooter games have even been used as a complement to chemotherapy. Adolescents suffering from cancer have been reported to better cope with their illnesses when playing the specially designed game Re-mission. It’s fascinating to see how a form of entertainment, often considered to do more harm than good, is used as technique to teach and empower patients.
Jan Eric’s comment reminds me of the old idea of the power of imagination, which Lars Ole Andersen investigated in his Ph.D.-thesis “Før placeboeffekten: Indbildningskraftens virkning i 1800-tallets medicin”, 2005 (the manuscript has now been revised and is soon coming out on Museum Tusculanum Press). Would be interesting to follow up on Lars’ analysis with a study of gaming as a method of treatment (and compare it with a variety of reports on the curative effect of religious beliefs etc.).
Hi again – no I actually only know mine, would love to find others.
I don’t know how I could forget it, but theres also http://fold.it/portal/ a pretty advanced game that will learn you about proteins (which at least is interesting when you’re in medschool) AND help humanity :-)
Then theres a game which I’ve only read about, but seems like a crazy good idea. You run around at a disaster scene like in a 3d person shooter, but instead off shooting, you have to decide how to treat each patient: http://www.breakawayltd.com/serious-games/solutions/healthcare/
Mike
Back in the late 80s-early 90s, we at the NMHM collected a 5 1/4″ floppy computer game where one had to operate on a patient. I think everyone who tried killed them all. If there’s any interest, shoot me a line at rhode@afip.osd.mil and I’ll go over to Historical Collections and make them drag it out.