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My Therapist Is A Joystick By
Olga Kharif [BusinessWeek] Beneficial
games, for everything from phobias to ADD, are starting to
catch on Combining
elements of Buddhism, Christianity, and Kabbalah, the $159.95
game comes with sensor rings that slip over three fingers to monitor
heart rate and muscle tension. The object: to teach players to relax
and relieve stress -- hardly the goal of your typical video and
computer games. While
healthful games are a tiny slice of the market today, gaming experts
say they have the potential to take off in the years ahead. "People now
want to play games to learn something," says Mia Consalvo, an assistant
professor at Ohio University, who sits on the board of the Digital
Games Research Assn. "I
really see this as a missed opportunity so far," says Alan Pope, an
engineer and psychologist at NASA's Langley Research Center, which has
patented gaming technology. Healthful
games are beginning to draw lots of players. Wild Divine sold
4,000 copies of its game in December, the first month the game hit the
market. That's far short of the millions the top mainstream games sell,
but it's enough that the 12-employee outfit in Eldorado Springs, Colo.,
expects to turn profitable this fall. "It's
the best spiritual
adventure game I've played," says 50-year-old Tomas Bodle of San
Rafael, Calif., who says Journey helps him cope with being unable to
work since a neck injury more than a year ago. "You can't tear me away
from it." A
patient who is
afraid of heights, say, has to climb a cliff together with a therapist
and look down. That can be unsafe and costly. Stéphane Bouchard,
a researcher at the Cyberpsychology Laboratory at the University of
Quebec in Outaouais, developed a game that helps patients conquer fears
in the comfort of a therapist's office. Patients
don 3-D goggles and
head-motion trackers to take a virtual glass elevator up a 15-story
building. After getting off on the floor of their choosing, they walk
along a two-foot-wide ledge circling the building on the outside. The
game gives the doctor and patient more control over the whole
experience. And the 80% success rate is similar to that of traditional
treatments, Bouchard says. The
BrainGames system, based on technology developed by
NASA's Pope, works in conjunction with many off-the-shelf video games
and helps increase the frequency of brain waves, which research has
shown are lower in children with ADD. That
gets his attention so he
concentrates, producing higher-frequency brain waves. His car then
speeds up -- positive reinforcement for his cerebral change. The idea
is that the higher-frequency pattern will continue even after kids stop
playing the game. "This
means no side effects," she says. "And he would look forward to every
session. Getting therapy that was fun was great!" Lindsay Greco,
operations director at CyberLearning, says hundreds of orders have been
placed for the $350 system that is expected to be introduced by
September. In
one, players must click on smiley faces that zoom
across the screen on clouds. McGill psychologist Mark W. Baldwin says
that a study of 139 people showed that playing these games for 10
minutes a day resulted in higher self-esteem. McGill made the games
available to the public for free on May 6. More
research is needed to
establish just how useful the new generation of games is in promoting
better health. And many doctors say the games' efficacy in treating
anxiety and ADD haven't been studied long enough for the results to be
reliable. But proven or not, more and more startups are coming up with
healthful games. And what they're getting in return is more than just
positive karma. ~ ~ ~ |
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