Hopelab's Approach to Re-Mission

Hopelab's Approach to Re-Mission

missiVES HopeLab’s Approach to Re-Mission IJLM Richard Tate Director of Communications & Marketing Introduction HopeLab [email protected] HopeLab’s overarching institutional objective is to enhance the physical health and psychological well-being of young people with chronic diseases. Jana Haritatos, Ph.D Re-Mission (www.re-mission.net), a video game for Director of Research Operations HopeLab young people with cancer, was created with that [email protected] outcome in mind. In the game, players pilot Roxxi the nanobot through the bodies of teenaged cancer Steve Cole, Ph.D patients to investigate symptoms, destroy cancer Vice President for Research cells, eradicate bacteria, stop metastases, and man- HopeLab age treatment side effects. The design of Re-Mission, [email protected] and the evaluation of its effects, offers a model for those working in the games and health arena. In the following missive, we summarize results from a randomized controlled trial measuring Re-Mission’s impact on patient behavior and provide a short overview of the development process used to create the game. Summative Research to Define Impact Prior to public release of Re-Mission, we conducted a cycle of summative research to evaluate the game’s clinical impact. This impact study was designed by a team of cancer epidemiologists, health psycholo- gists, cancer biologists, and oncology physicians and View video supplements nurses, and was modeled on standard evaluation of new medical therapies, using many of the same mea- Visit IJLM.net surement instruments and research design features. Randomized controlled trials (RCT) are considered doi: 10.1162/ijlm.2009.0003 the “gold standard” for evaluating the causal effects © 2009 Massachusetts Institute of Technology of an intervention because participants are allocated Published under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 Unported license at random to receive either an intervention or a com- Volume 1, Number 1 parison control condition (thereby equalizing the effects of potential confounding factors). Examples Tate, Haritatos, and Cole / Hopelab Approach to Re-Mission 29 MISSIVES of RCT features used in the Re-Mission impact study efficacy were more strongly associated with changes in included randomization of participants to play behavior than were changes in knowledge. In addition, either Re-Mission or a control video game and the use there was no relationship between the duration of game of standardized outcome measurements, including play (i.e., information exposure) and the magnitude of validated questionnaires (e.g., to assess cancer-related behavior change (e.g., medication adherence), imply- knowledge) and clinically significant behavioral ing that short amounts of game play can induce rapid adherence measures (e.g., blood assays, electronic qualitative change in players’ conceptions of themselves pill-cap monitors). or their disease, ultimately leading to behavior change. The study enrolled 375 cancer patients aged 13 to In this sense, Re-Mission may function much like a com- 29 years old at 34 clinical sites in the United States, mercial—re-branding health-supportive behavior by Canada, and Australia. Results of the two-year trial linking it to a desired self or lifestyle. showed 70 percent faster acquisition of cancer-related knowledge and a three-fold greater rate of increase Next Steps in cancer-specific self-efficacy in patients who played With increasing focus on emotional and motivational Re-Mission. Results also indicated that those patients aspects of game play, HopeLab has begun a systematic who received Re-Mission adhered more completely to review of the entire Re-Mission play experience aimed their prescribed medication regimens than did those at optimizing behavioral impact in future releases in the control group. Electronic pill-cap monitors of the game. The Re-Mission Deconstruction Study documented a 16 percent increase in antibiotic doses has analyzed more than 400 hours of real-time play taken (remediating about half of the total non-adher- experiences, as 33 adolescents and young adults (55 ence rate), and blood chemotherapy metabolite levels percent cancer patients) played the 20 game levels. were 41 percent higher among Re-Mission players Results confirmed that the basic concept of blasting (see Kato et al. 2008 for a full description of the trial cancer cells provided players with a sense of agency methods and results). and power: “It feels like you have control over your Surprisingly, even those patients who played own destiny,” in the words of one patient. Players Re-Mission less than one hour per week showed im- also expressed a visceral sense of “revenge” while de- provements in medication adherence, improvements stroying cancer and its side effects. These results fur- that were similar in magnitude to those of individuals ther underscore the key role of emotional and moti- who finished the entire 20-level game. Further analy- vational processes, particularly for players who come ses of the data suggested that Re-Mission game play to the game experience with a well-established sche- led to faster acquisition of cancer knowledge in play- ma arranging the self in opposition to a mortal health ers, but this alone did not seem to cause the improve- threat. The extent to which playing Re-Mission can ments we observed in treatment adherence behavior. help “move” behavioral concepts such as symptom A key driver of improved health behaviors seemed to reporting and medication adherence away from “part be that playing Re-Mission increased young cancer of cancer” and toward “me and my weapons against patients’ feelings of self-efficacy, or beliefs in their cancer” might explain why even relatively brief game own ability to control and cope with the disease. play experiences can have significant effects on subse- quent behavior over the course of several months. Goal: Achieving Game-Based Behavioral Change Our Design Process: Rationally Engineered Game Play Much of Hopelab’s recent research has focused on un- derstanding the specific psychological pathways by As medical science has come to understand the bio- which Re-Mission impacts health-related behavior in logical mechanisms underlying disease, new medi- adolescents, with the aim of identifying a generalizable cines are increasingly developed using a “rational recipe for game-based behavioral change. Re-Mission’s drug design” strategy. In this process the molecular behavior-change components were originally engi- basis for illness is first identified, and then an array neered using a cognitive-behavioral approach, but re- of candidate drug molecules are designed to block or cent observations suggest that non-cognitive processes correct that process. Those candidate drugs are tested might also play a key role. The Re-Mission Outcomes in “pre-clinical models” and iteratively refined to Study described above suggested that changes in self- maximize their impact on biomarkers (the molecular 30 International Journal of Learning and Media / Volume 1 / Number 1 MISSIVES parameters marking the disease process). Iteration allowing cancer cells to escape and become drug re- occurs prior to full-scale testing for the abatement sistant (Principle 5). The entirety of the game-play of disease signs and symptoms. We believed this experience is packaged in a novel environment (within methodology could be applied to the design of video the human body) and based on commercially proven games, and we adapted the approach to the design of game-play modalities (third-person shooter) to engage game-play scenarios within Re-Mission. the player/patient (Principle 6; see figure 2). The following list outlines six of the core prin- ciples in our design process: Conflict:V alues-Based Management for a Purpose-Driven Game 1. Choose a target health outcome; 2. Identify its key behavioral mediators; A major challenge in the creation of Re-Mission was 3. Define the psychological determinants of the integration of a diverse set of ideas regarding how behavior; a “serious game” should work. An often-recurring 4. Capture that perceptual field in the game-play issue involved conflict between a proclivity toward scenario (e.g., Your Mission for Roxxi: Discov- dramatic license to enhance game appeal (held most er and battle residual cancer cells still lurking strongly by our game designers) and a preference inside the body of a patient in remisson); for “biological accuracy” and “scientific evidence” 5. Live out contingencies in the virtual world (held by our health professionals). Establishing core instead of real life (e.g., IF the patient skips che- game values among team members played a critical motherapy doses, THEN Roxxi’s chemo- role in navigating these conflicting visions. Our su- concentrating blaster misfires every third preme value was that the game should be effective—it shot—cancer cells survive and become should change teenage cancer patients’ behavior in drug resistant); ways that enhance their health and well-being. To 6. Always have fun (Behavior = Knowledge × Mo- support this vision we defined an additional set of tivation—changing knowledge is important, values to guide our process: but changing motivation and emotions also 1. Empirical testing is the best way to resolve provides big opportunities for increasing posi- conflict: When in doubt, collect data—the tive behavior; fun is a powerful motivator). right answer is the one that best changes the These six core principles are embedded in the final target behavior in teenaged cancer patients; Re-Mission game design. For example, several Re-Mis- 2. Fun game-play is paramount: If it’s not fun, sion game levels portray in-game patients battling they won’t play—and the game won’t have leukemia, a high-prevalence pediatric cancer which any impact; requires significant and prolonged self-administered 3. Stay focused on the goal but flexible on the treatment regimes (Principle 1). If these prescribed means: Creative vision must not block empiri- regimes are not strictly adhered to, patients’ survival cal progress—it has to work or it has to go.

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