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The Royal Society
for the Promotion of Health
38A St. George's Drive,
London, SW1V 4BH
Tel: (+44) (0) 20 7630 0121
Fax: (+44) (0) 20 7976 6847
rsph@rsph.org
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Playing Public Health
Online and On Message
Will Wii Rock You?
ONLINE EXCLUSIVE
Online and On Message
25 October 2007
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Our increasingly obese and isolated
children are spending more time than ever playing online games.
Can real-world health messages get through to this wired demographic?
Kwok W Wan looks at how using a mouse might make health messages
click with kids.
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Young children are already very computer literate
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Good health information is easier
to obtain than ever before. But still, the message just isn't
getting through to young people. If the conventional methods of
conveying health information aren't reaching the intended audience, then what can health professionals do to promote good health?
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One of the challenges of health promotion is access.
'We need to go where the kids are,' says Dr Trina Histon, Director
of Kaiser Permanente (KP) Weight Management Initiative. 'They are
spending longer online, either doing homework or chatting to friends.'
KP, one of America's biggest health organizations, has recently
launched a free internet game specifically for tackling childhood
obesity. 'Schools have health professionals come in once a year
to talk to students. And when visiting a doctor, often the journey
to see them is longer that the time you have talking to them,' she
says.
'The Incredible Adventures of the Amazing Food Detective'
is aimed at nine to 10-year-olds. 'The puzzles in the game came
from doctors' feedback about what kids don't know enough about,'
explains Dr Histon. The game lets the player be a detective with
a series of eight health related mysteries to solve. 'Initial focus
group testing suggests the game resonates with kids. We hope it
will raise awareness and will be one way to start conversations
about health.'
Computer games have often been blamed for the rising
levels of childhood obesity and Dr Histon is very aware of the irony
of using these very games to combat weight problems. To address
this, the game has a unique feature that 'locks out after 20 minutes,
and doesn't allow the user to play again for the following hour
so therefore tempering the desire to carry on playing,' she says.
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Other health promotion experts in Australia have grasped the potential
of online gaming and taken it further. 'You have to build a brand,'
says Jonathan Nicholas, Director of Programs at the Inspire Foundation.
'Previously, we just focused on the message, with naff, boring
posters, while commercial organizations, such as confectionary
companies, spend millions on creating an "interactive experience".'
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Young people look online for health information
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Last month, Inspire launched Reach Out Central (ROC),
the world's first online game to help improve young people's mental
health. The single-player role playing game encourages users to
interact with characters in a virtual town, reacting and making
decisions to different situations. The non-profit youth support
organization developed the game in collaboration with psychologists
and computer game creators. 'The early impact is quite staggering,'
says Jonathan, and this has been true of the hardest demographic
to reach: young men. 'In the weeks previous to the launch, we were
getting 150 new members and 20% were male. Since the launch of ROC
we've had over 2000 new members and 54% were male. In one week,
we've had more new members than the previous nine months.'
Jonathan believes a couple of crucial factors have
contributed to the early success of ROC. First is developing a youth
brand that the user can empathise with and feel ownership for. 'The
public sector has a lot to learn from the private sector. For example,
Adidas is a brand that happens to sell sports wear. We're a brand
that happens to be about mental health.'
The second factor is technology. In Australia, a
recent survey showed that after family and friends, 15-24 year olds
look for health information on the web, preferring it to telephone
helplines, teachers and doctors. 'Over time, an online community
builds that young people can understand and identify with,' says
Jonathan. 'We work on getting the language right and we collaborate
with young people and get them to re-write things in a style they'll
relate to.' Early results also show nearly 40% of users went on
from the website to seek help from community health professionals.
'It's not a replacement but a bridge to better health,' he says.
'We believe we have the right formula to influence behavioural changes
in a positive way.'
Computer games and the internet, usually accused
of promoting violence and being a web of mis-information, might
turn out to be the most powerful weapon for health promotion to
young people. As Dr Histon remarks, 'Instead of banishing it, we
have to work within the framework.'
Related links:
Kaiser Permanente
The Incredible Adventures of the Amazing Food Detective - Obesity Game
Inspire Foundation
Reach Out Central - Mental Health Game
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ONLINE EXCLUSIVE
Will Wii rock you?
3 January 2008
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Christmas 2007 held disappointment for thousands as
shops failed to meet demand for the latest 'revolutionary' computer games console. Does
demand for the 'active console' known as the Nintendo Wii run deep enough to signal a
lifestyle change for sedentary demographics? Kwok W Wan asks whether the national Wii
shortage is really a blow for health.
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Photo by Michael T Gilbert
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Grandparents now have something in common with their grandchildren.
Across the world, from retirement homes in Chicago to Sydney to
Birmingham, a new generation of silver surfers are playing computer
games just as vigorously as teenagers.
'Old people have to be
as physically active as young people,' says Professor Tim Cable,
Director of the School of Sport and Exercise Sciences at Liverpool
John Moores University. 'It's good to encourage them with these
technologies.'
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In a recent paper, Professor Cable found that playing
the Nintendo Wii (a console that requires the players to use motion sensors)
greatly increased a player's physical activity, when compared to playing
traditional seated consoles. The study looked at the heart rate and movement
of 13-15 year old girls and boys when playing different types of computer consoles.
During the 15 minute trial, the energy expenditure when playing traditional seated
consoles increased above resting values by an average of 60%. In comparison,
playing the Nintendo Wii increased energy expenditure by an average of 156%.
'The children really enjoyed engaging with the games and anything
to help promote physical activity is a good thing,' Professor Cable adds. Based on an
average of 12.2 hours of gaming a week, the study also suggests that using the Wii could
burn an extra 1830 calories a week and this could mean shedding 27lbs over the course of
a year.
Reports from different countries say this attraction to video
games is not restricted to children. 70 year old residents at the Amity nursing home
in Greenacre, Australia are enjoying Wii tennis, a game that simulates the motion of real
racket swings and serves. In Sedgebrook retirement community near Chicago - where the average
age is 77 - staff have arranged a popular Wii bowling tournament every Sunday in the lounge.
In England, Sunrise Senior Living Centre are planning to have the Wii system in each of their
15 residential homes, allowing inter-care homes tournaments to take place with teams travelling
to other care homes via minibus.
Though this all sounds like good news, it is dangerous to think
of the Wii as an alternative to exercise. 'They have advantages,'
says Professor Cable but also adds, 'Parents should encourage
other physical activities and outdoor pursuits in order for their
children to lead well-balanced lives.'
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Other organizations also considers the Wii as a step in the right
direction, but is lacking when compared to other types of physical
activity. 'The Wii only really focuses on the arms,' says June
Davidson, cardiac nurse at the British Heart Foundation. 'A game
like Dance Revolution (which involves players moving their whole
body on a pressure sensitive mat (see 'Exercise is Revolting'
JRSH 127(6))
is a better form of activity as it looks at all the limbs. It
works on children's strength and stamina.'
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Photo by J.Star
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A recent paper in the British Medical
Journal also concludes that, 'Playing new generation active computer games uses
significantly more energy than playing sedentary computer games but not as much
energy as playing the sport itself.'
Despite this shortcoming, the Wii has proved a global phenomenon.
And with the release of a 'Wii Fit' pressure mat early this year increasing the range
of movement the Wii allows - letting gamers participate in virtual aerobics and virtual
yoga - it is clear that Nintendo are investing heavily in developing this new direction
for the gaming market.
Given Nintendo's belief that the popularity of active consoles
is set to continue, there must surely be health outcomes to be had for both young
and old, if we're game.
Related links:
Liverpool John Moores University
British Medical Journal
Nintendo Wii
British Heart Foundation
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