All opinions my own and do not necessarily reflect those of Novo Nordisk.
Plants versus Zombies 2: It’s About Time just came out. My son spent a significant fraction of his weekend playing it on my iPad. Okay, fine, I did too. It’s a lot of fun, it challenges (but not too much) and it teaches you facts like, uh, like that Egyptian society in the past had a real fascination with pyramids.
So it’s not the most educational of games.
Which is why I was stoked to see the writeup of Re-Mission 2 in FierceBiotechIT. This game takes elements of cancer treatment and places them in the context of a game that both educates patients undergoing cancer treatment as well as provides them a way to feel more in control of their situation. Version 2 also builds on the impact of the first Re-Mission game, which showed success in improving adherence of patients to their treatment regimens. Adherence is an important element of medical treatment and trying to make sure people take their medicines is an ongoing problem as we try to improve the efficiency of our healthcare systems.
In addition to behavioral metrics being changed by Re-Mission, functional Magnetic Resonance Imaging (fMRI) also showed that playing the game activated brain areas associated with motivation–again, tying gameplay to elements of adherence. Some brain region activations also correlated with subject described positive and improved attitudes towards chemotherapy after gameplay. Continue reading