Running head: DIABETES VIDEO GAME
A White Paper for the Design of a Diabetes Video Game forthe
Appalachian Ohio Region
Nathan Dutton, Howard Fisher, Todd Harper, Shane Tilton &Seth Weinberg
School of TelecommunicationOhio University
Radio-Television Building #2009 South College St.Athens, Ohio 45701
740-593-4870
from the Winter 2006-2007 section of
TCOM 804: Seminar in Media Research
DIABETES VIDEO GAME
Table of Contents
Abstract..................................................3Introduction..............................................4The Appalachian Region of Ohio............................8Mass Media Health Communication Strategies...............14Television..............................................14Radio...................................................15Internet................................................16Print...................................................18Effective Strategies....................................19Problems to Overcome....................................20
Serious Health Games.....................................21Glucoboy................................................21Nanoswarm...............................................24The Larger Picture......................................25
Recommendations for Future Progress......................26Overview................................................26The County Fair.........................................27The diabetic player-avatar..............................29Mini-games, character interaction, and fair activities..31The game and the family.................................33
References Cited.........................................36
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Abstract
The purpose of this white paper is to propose a novel and innovative method of communication (video games) to address a serious health problem (Type II diabetes) affecting the Appalachian Ohio region. Issues of the digital divide will be addressed within the context of this paper with regards to access and government initiatives. This paper will also show a health model designed to look at diabetes as a familyhealth situation, as opposed to a personal health problem. There will be a brief introduction to the nature of the problem. This will be followed up by an analysis of the Appalachian Ohio region. The paper will then discuss diabetes and how the Family Health Model addresses some of the issues associated with diabetes. Previous models of health communication will be analyzed to determined strengths and weaknesses of those models. A look at serious health games will finish the review of the problem in context. The paper will end with a list of recommendations that the authors believe can provide a new approach to health communication with a focus on the family and allowingnew channels of communication.
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Introduction
Appalachia is a unique region in the United States of
America. Physically, it is a 200,000-square-mile region that
follows the spine of the Appalachian Mountains from southern
New York to northern Mississippi (CDC, 2002). Approximately
23 million people live in the 410 counties of the
Appalachian Region; 42 percent of the Region’s population is
rural, compared with 20 percent of the national population.
Although it is currently experiencing a reduction in poverty
rates throughout the region, Appalachia is still one of the
poorest areas of the country, standing 1.2% higher than the
national poverty rate.
Appalachia has many positive qualities, but its poor,
rural nature makes it particularly vulnerable to certain
problems. For example, Appalachia has been hit harder with
diabetes than most areas in the United States. In West
Virginia, a state entirely within Appalachia that is
representative of the region, 9.4% of all people have been
diagnosed with diabetes (National Center for Chronic Disease
Prevention and Health, 2005). Considering the fact that
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diagnosis is a major problem in Appalachia, the real
percentage of people with diabetes in West Virginia is
probably higher.
Diabetes is a national problem, but is more prevalent
in Appalachia for several reasons. Preventing diabetes
includes being educated on the subject, exercising and
eating a proper diet. Two major reasons why diabetes is
common in Appalachia are the region’s poverty, and lack of
quality public education about the disease. The population
is uninformed about diabetes, and cannot afford the
nutritious food necessary to avoid diabetes even when they
are informed.
It is not only Appalachia’s rural, poor nature that
makes diabetes a large problem. Social interactions, and
basic misunderstandings prevalent throughout Appalachia
contribute to the pervasiveness of the diseases.
The National Center for Disease Control (CDC) conducted
a qualitative study in West Virginia to understand Diabetes
in Appalachia. The widespread belief in West Virginia is
that diabetes is self-induced through “laziness”
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(inactivity) and “eating too much sugar” (lack of self-
discipline.) The population understands that there are
hereditary factors, but that understanding is very limited.
For example, some participants believed that diabetes skips
a generation and others believed that they were not at risk
for diabetes without the hereditary factor. These beliefs,
that diabetes is self-induced and that it puts a strain on
the family, contribute to a sense of shame and guilt
surrounding the disease that may cause people to avoid
treatment. Because of these cultural misunderstandings, and
the shame and guilt that accompany the disease, people
rarely seek treatment or information. This reticence is
exacerbated because “social interactions are negatively
affected by having diabetes” (Tessaro, Smith & Rye, 2005).
These behaviors, combined with an inability to
recognize symptoms, were cited as a major barrier to early
detection and diagnosis of diabetes in West Virginia. One
cultural factor that prevents early detection is that many
people do not go to the doctor because they were raised that
way. The greatest barrier to early detection, however, is
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poverty. People do not have the resources to get to the
doctors, let alone pay for care once they are there.
The study indicated that lack of knowledge, from both
the patient and the doctor, was a major cause of diabetes.
Families with a diabetic member were found to be the most
knowledgeable. This makes it clear that the game must reach
out to families without diabetes as well as those with a
diabetic member.
We have received a challenge. How do we use video game
technology to communicate diabetes prevention and management
information to poor families in rural Appalachia? Before
answering the question, it is important to note that this
video game is part of a greater effort to target diabetes in
Appalachia. This videogame will be part of a total health
package that includes diabetes manuals for health
professionals, videos of diabetes information, and many
other resources. The game does not have to solve the problem
of diabetes all by itself. There are a number of obstacles
given the nature of this challenge and are listed as
follows:
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Our target audience is poor and cannot always afford topurchase healthy foods for their diabetic member.
Non-diabetic members of the family may not understandthe necessity for the game.
Non-diabetic members may not understand the how their
lifestyle affects diabetic members. The family member with diabetes may not be the one who
controls the diet of the family.
Given the chosen medium, we will be targeting families
that have a diabetic member and a nominal access to
technology. Our access point will be kids, age 9-14.
Through them, we will reach out to the entire family. This
scope of work brings up a variety of problems.
To answer all of these questions, we designed a
research question involving our medium and desired result.
The research question is as follows: what about video games
allows them to effectively and innovatively communicate
health information in ways that other methods have not? By
answering this question, we can design a game that utilizes
the innovative communication strategies of videogames to
address the above questions.
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Diabetes is a complicated problem and any attempt to
address it requires a thorough understanding of the disease
in its cultural context. To make useful suggestions for the
educational diabetes video game, this paper will give a
robust account of the diseases. First, the paper will place
the disease in the context of Appalachia. It will consider
the following questions:
What unique qualities of Appalachia will affect thisproject?
How will we design a game that appeals to ruralAppalachian culture?
How is the family dynamic different in Appalachia fromthe rest of the nation?
Second, the paper will investigate diabetes as a family
disease and explore a family health model. The questions
addressed in this section are as follows:
What is the family health model?
How does diabetes work within the family?
How will we design a game that appeals to all membersof the family?
How is ‘family’ defined in rural Appalachia?
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Third, the paper will study previous attempts at using
digital learning games to address this problem. This
section attempts to address the following question:
What lessons have we learned from other attempts atmaking health games?
The white paper will study health communication
strategies to determine what has worked in the past and what
has failed.
What other health communication strategies have beenused and how successful were they?
What ideas can we appropriate from other methods ofhealth communication strategies?
The findings in these sections will be used to answer the
research question and inform suggestions to the design of
the video game. A final section will compile all game design
suggestions.
The Appalachian Region of Ohio
The Appalachian region of the United States is an area
of perceived social and intellectual “backwardness.” This
perception is portrayed in the media (i.e. “Snuffy Smith”,
skits on “Saturday Night Live”, “Deliverance”, etc.) showing
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the people who live in this area to be culturally inept and
unable to handle the “modern world”. It is possible to show,
through statistics provided by the Appalachian Regional
Commission (ARC) that these people are double or even triple
disadvantaged as compared to the rest of the United States.
There is an attempt through political channels to try to
provide the area with better Internet service and other
telecommunication products that could present increased
economic stability to the area.
The Appalachian region of Ohio is defined as most of
Southeastern Ohio. The Appalachian region is defined in Ohio
as a 12,000-square-mile region that follows the spine of the
Appalachian Mountains. This includes all of West Virginia
and parts of 12 other states: Alabama, Georgia, Kentucky,
Maryland, Mississippi, New York, North Carolina, Ohio,
Pennsylvania, South Carolina, Tennessee, and Virginia (ARC,
2007). This region includes Ohio in the northern boundary of
the Appalachian Mountain system (Williams, 2002). It was
explored and developed during the westward expansion of the
United States. Log cabins, factories, taverns and canal
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locks are the visual artifacts that tell the story of an
area against a backdrop of rolling green mountains. An
occasional column of smoke from a factory forces its way
upward against the blue. The log cabins, cutting through
this thick, dense forest, are one of the most iconic symbols
of this region. The cabin shows how pioneers used the land
and developed it to become one of the first outposts in the
Northwestern Territories (ibid) This resourcefulness led
some of the early observers of this region to call it an
“alternative America” which implied a different type of
resourcefulness that was not found in America. This
description created a sense of otherness that still in place
today. This “otherness” forms the foundation of many
stereotypes that are present today.
The Appalachian region of Ohio is a historical and
culturally significant area of the United States. This
region reflects the central modality of the nation. It is
often called “the hearth of the nation” and represents a
culturally diverse population (Williams, 2002, p. 13). The
natural and artificial markers within this region allow
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visitors a glimpse into the industrial background of
Appalachia. The history of this region is formed by three
major influences: the mining of coal, the lumber industry
and the introduction of farming and livestock to the region.
These three influences formed the basis of most communities
within the region. The introduction of the railroad to this
area in the 1830’s to 1850’s allowed for the quick delivery
of products from these industries and also allowed more
people to enter the region. The Baltimore and Ohio Railroad
opened up the region and allowed more immigrants to come and
settle down in Ohio. Immigrants established villages within
the region that were similar to the ones in their home
countries. Many towns within the aptly named “Black Diamond”
region of Ohio adopted customs and traditions from their old
life to their new life in Ohio. The Black Diamond is the
area near the middle of the southern part of Appalachia
Ohio. It is called the Black Diamond region because that was
the nickname they gave coal. Many of these customs and
traditions revolved around the family structure. The
culture of early Appalachian life was a homogenization of
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European -American and Native American values and cultures,
which reflected the nature of harsh mountainous land they
inhabited. Much of the culture developed in this era focused
on the protection of the family in this environment.
Today, the Appalachian Ohio region is similar to other
Appalachian regions in other states. The wealth and success
of Appalachia depends on the availability of resources, the
availability of a work force and how well the Appalachia
region is connected to the outside world (Caudill, 2001).
The boom of the region was best reflected in the early
1900’s. It was during this time that development began in
the region and provided the infrastructure that is in place
today. The roads, railroads and towns that are in Appalachia
today represent part of the “Golden Age” of the coal
industry. However, it was not only the people of the region
enjoying this new found wealth and prosperity, it was the
companies that were developing this region that were gaining
the most from the wealth, and could be argued, hurting the
people in this region the most.
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Many of the workers in this region were earning $4.00
for an eight-hour shift in 1927. This represented a great
increase of wealth to the people, as less than a decade
before they were only earning $1.40 for an eight-hour shift
(ibid). However, the companies were charging their workers
exorbitant prices at their company stores. This shift of
monetary control caused more worker debt and an inability to
pay the company back. Companies’ control of the workers’
wealth was one of the major reasons for widespread poverty
within this region (ibid).
Another problem was also accruing around the same time:
the increase in health related problem to the workers. The
health of the workers and the environment was in decline
during the Great Depression and World War II as pollutants
filled the region, air and atmosphere (ibid). Other health
issues that were present in this area included diphtheria,
scarlet fever, whooping cough, measles and smallpox. The
reason these diseases were more significant in the
Appalachian region was because of the lack of access to
medicine and medical resources and because of the increase
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of natural disasters that occurred within this region
(ibid). The area was often cut off from the outside world
because the flash floods and rockslides would damage and
blockade vital connector roads. While the companies within
the region were concerned with the outside appearance of the
towns and villages they had created, there seem to be little
or no concern for the health of the people living in those
areas. Very few resources were placed towards community
health and public health. When the bust of the coal industry
occurred around the late 1950’s to early 1960’s, the health
care system of the region was in shambles (ibid).
It is in the Appalachian region of Ohio that a person
is more likely to find related families living within a
short distance of one another. It is not unusual to find
three or four generations living within walking distance
(Weller, 1995). Common traits developed from some of these
family lines. These traits defined this region. The first of
such traits is the sense of individualism with regards to
the family structure. It was commonplace in the late 19th
century to early 20th century for families to maintain
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limited contact with their neighbors. There were several
reasons for this limited contact. These include neighbors
living up to a half-mile away, terrain being very hilly and
hard to travel as well as the weather, especially during the
winter. Any of these obstacles could prevent people from
leaving their homes. These underlying factors encouraged
self-sustainability. People had to make it without the help
of their neighbors. This could be seen as a contradiction to
the development of towns and villages. However, those living
within the urban areas were weary of outside forces
especially those forces that are government entities (See
Weller, 1995, pg. 58-86 & Caudill, 2001, pg. 273-304 vs.
Weller, 1995, pg. 102- 120 & Williams, 2002, pg. 301-304).
Another key trait that is common among those living
with the Appalachian region is the rooted sense of
traditionism. There is almost a static nature to those who
live within the region. The day-to-day social interactions
of those living within towns and villages are virtually the
same. The routines of everybody, regardless if they live in
the urban or rural parts of the region, are the mechanisms
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that drive the everyday lives of these people. However, the
younger members within this society are more likely to
become dissatisfied with this mechanical life and explore
the “outside world.” They would typically be the first ones
to adapt to new technologies. They would also be more likely
to be the progressive members of society, looking at change
as a way to improve the way of life. The older members
within the society would be deemed regressive. It is the
older members that would be most likely to stick with the
traditions within the region, as opposed to accepting the
“national and homogenized traditions” (Weller, 1995, p. 36).
The influence of changing communication technology is
another important issue to discuss when describing the
Appalachian region of Ohio. As newer communication
technology diffuses through society, issues of access and
how access affects social change will be focal points of
research. According to Jan van Dijk (2005), the Appalachian
region would be defined as truly unconnected due to the lack
of motivational and material access. There is educational
inequality as less than 55% of the citizens 25 years or
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older in the Appalachia region have a high school diploma
compared to 71% national average (Appalachian Rural
Education Network, 2002). Also, there is a higher level of
poverty in the Appalachian region compared to the rest of
the United States. There is the belief among the truly
unconnected that there is no need for new technology; 54% of
those in the subgroup belief this. 53% do not want new
technology in their lives (van Dijk, 2005). However, van
Dijk starts to make the argument that having the hardware
available affects interest and use of the newer technology.
A stratification and tripartite participation model reflects
the current superstructure of the mediated communication
society. The unconnected and excluded populace must make
social network links to advance towards “the participating
majority” (van Dijk, 2005, p. 143).
Resistance to these initiatives can form internally
between power groups in the community and/or through stress
inadvertently created by the policies. Resistance is also
one of the indictors of the overall process of social
change. Drucker (1996) discussed how change affected lower
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class workers in general at the beginning of the 20th
century. Blue-collar workers were the unit of study in the
social question in the early 1900’s. Measurements of
resistance in the groups, which included adaptation to city
life (e.g. the formation of urban areas from formally rural
areas) and adaptation to new technology on the job, were
used to address broader social topics. These blue-collar
workers have been in decline since the late 1970’s. This is
especially true in the Appalachian region, as many of the
blue-collar jobs that built up local economies have
disappeared.
While the Appalachian Ohio region is not as
economically depressed as those regions in West Virginia and
Kentucky, there is still a higher level of unemployment and
poverty. The question that can be asked within the context
of the overarching theme is how does the economical
depression within the area impact the broader social
programs that are being introduce to help address health,
technological and other public good problems? As a follow-up
to this question, issues of internal/community activism must
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be addressed to understand how social programming can best
help the region. Activism, specifically the idea of self-
help activism, is used to promote pro-social change. Self-
help activism is defined as the ability of members with a
community to understand the nature of a major program that
affect their community and have the tool internally to
address the problem (O’Dell, 2005). It is this spirit that
one needs to develop to make any program successful.
Mass Media Health Communication Strategies
The mass media have been used in various forms to
communicate health-related messages to audiences around the
world. Some of these forms have been more successful than
others, and some have been used by corporations to promote
unhealthy lifestyles. This section breaks down some of the
ways in which the mass media have been used to communicate
health-related messages, provides details of those
strategies deemed successful by research or experience, and
concludes with a look at potential problems using the mass
media to promote health-related messages.
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Television
Over the years, the television medium has communicated
several health-related messages with varying degrees of
success. Television was used effectively to promote
HIV/AIDS awareness in South Africa (Dube & Ocholla, 2005).
Specifically, the information produced for television did
not rely overly-much on a fear message. Instead, the
messages provided educational information and a motivational
perspective aimed at encouraging behavior modification.
Several of the messages were also produced with local,
student involvement and addressed local concerns.
A 1999 study (Dejong & Wallack) analyzed the use of
television as a vehicle for communicating anti-drug messages
to a United States audience, primarily targeting teenagers.
The researchers discovered that, while the method was used
effectively to promote awareness among its target audience,
the campaign fell short in several key prevention
strategies. First, the campaign did not model skills or
provide other information necessary for behavior change;
second, the campaign provided an insufficient focus on
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promoting drug treatment or citizen involvement; and third,
there was no corresponding major investment in non-media-
related drug-treatment programs or community-based
prevention programs to support the messages delivered by the
media.
Radio
Radio has been used extensively to promote health-
related messages. Radio was a key component of an HIV/AIDS
awareness campaign in South Africa (Dube & Ocholla, 2005).
That campaign was commended for its use of local talent to
produce the broadcasts and to tailor the messages to a local
audience’s needs.
Several radio programs have also been produced within
the United States to communicate health-related messages.
WMMT-FM in Kentucky produced a 12-part series on diabetes
identification and prevention (Living with a killer, 2007).
The radio program Diabetes Talk Radio airs on radio stations
around the United States and takes a humorous approach to
health information (Diabetes Talk Radio, 2006). The radio
program Family Health also broadcasts across the United
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States, but it takes a more serious approach to health
information, relying on listener emails to generate topics
(Family Health, 2007). Little research has been conducted on
the effectiveness of these radio messages within the United
States, but there effectiveness in other countries implies a
potential effectiveness in this country.
Internet
With the worldwide popularity of the Internet, more
health-related information is being provided to more people
via this medium. A 2005 study (Hesse, et al) revealed that
63% of the US adult population reported ever going online.
Of that percentage, 63.7% reported that they sought health-
related information from an online source at least once in
the past 12 months.
Several websites are willing to provide just such
information. Online health-related sources include cross-
platform sites operated by other media such as radio
stations (Healthcare services in Appalachian Kentucky,
2004), regional-promotion websites that include region-
specific health information (Appalshop, 2007), foundation-
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sponsored sites (A record of accomplishment in community
health care and media, 2007), and corporate-sponsored sites
(WebMD, 2007).
Researchers recommend several techniques communication
professionals can use to better assist people searching for
health-related information on the Internet. These techniques
include: maintaining easily-accessible contact information
through a variety of channels; providing related links to
other sites with further information; providing clear
background information on the organization supplying the
online information; keeping the information current by
regularly updating main pages; providing downloadable
images, video, and audio related to health information; and
providing links to local/regional health providers who could
be of further assistance to website visitors (Cernohous,
2004).
Some of the above-mentioned websites make use of some
of these techniques, while others do not. The “Healthcare
Services in Appalachian Kentucky” site that is maintained by
WEKU-FM radio station was last updated November, 2004.
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Contrast that with the Appalshop website that was updated in
January, the Sound Partners website that was updated Feb.
15, or the WebMD site that appears to be updated on an
automated schedule. By contrast, however, both the Appalshop
and the Healthcare Services in Appalachian Kentucky websites
provide links to regionally specific businesses and
individuals, a service that neither Sound Partners nor WebMD
employs. All four sites offer some form of either
downloadable content and/or subscription-based email
newsletters.
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While modern mass media have garnered a great deal of
attention, more traditional forms of mass communications
have been used effectively to communicate health-related
information. A 2000 study (Tillgren, et al) revealed that
targeted mass mailings can be quite effective. The
researchers used targeted mass mailings to successfully
recruit women for a smoking-cessation program.
Furthermore, print has been shown to have an effect on
consumers’ health-related attitudes – and, by extension, a
possible effect on their health-related behaviors. A 2006
study (Burton, et al) revealed that patrons of fast-food
restaurants, when presented with nutritional analyses of
typical fast-food fare and relative value statements
regarding the nutritional value of various fast-food items,
expressed shock at the analyses and a desire for healthier
choices.
Print materials have also been shown to be quite
effective at reaching educators, themselves often
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instrumental in the dissemination of health-related
materials. Dube and Ocholla (2005) reported that printed
materials (books, periodicals, and pamphlets) were used by
82% of South Africa academic institutions to communicate
health information. Comparatively speaking, they report
that print media is easy and inexpensive to produce, and it
plays a significant role in empowering people with health-
related information (Dube & Ocholla, 2005).
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Effective Strategies
Some communication strategies have been shown to be
effective when using the mass media to distribute health-
related information, and these strategies should be
considered when designing the diabetes game:
• The information presented should provide more than justan awareness of the problem; it should also provide theinformation necessary to promote successful behaviorchange (Burton, et al, 2006; Dejong & Wallack, 1999).Simply providing information that makes the gamer awareof diabetes will not be as successful as providinginformation to the gamer regarding how to help managediabetes.
• The messages presented should allow the targetaudiences to identify with a positive, attractive imageof his/her self; or it should provide the targetaudiences with a positive sense of well being (Pollay,2000). The videogame should allow the gamer toidentify with a positive, attractive image of his/herself and provide the gamer with a positive sense ofwell-being.
• Mass media messages can be quite effective when they
target specific audiences as opposed to targetingeveryone (Tillgren, et al, 2000). The videogame shouldbe targeted at a specific audience and not to“everybody.” The designers should know a specificdefinition of the target audience.
• Electronic sources of information can be especiallyuseful for their ability to provide timely, updatable
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information (Dube & Ocholla, 2005). The videogameshould be able to be updated or to reach updatableinformation through the Internet, expansion packs, etc.
• Print media can be especially useful for their abilityto provide easy and relatively inexpensive means ofcommunication that are often respected by the educationcommunity (Dube & Ocholla, 2005). The videogame wehave been charged with designing should be supported byprint publications that will be respected by authorityfigures.
Health communication strategies are most effective whenthey model behavior in different stages of development.Specifically, health-related information can beeffectively imparted to a mass audience bydemonstrating positive, negative, and transitional rolemodels (Rao, 2007). The videogame will be mosteffective when following this strategy, allowing theplayer to participate in and/or view the positive andnegative aspects and effects of diabetes management aswell as allowing the player to participate in and/orview the struggles and effects of transitioning towarda more positive model of diabetes management.
Problems to Overcome
As with all forms of communication, the mass media have
their own inherent problems to be overcome. These potential
problems should be addressed by the design of the game:
• Mass media health messages can be quite ineffectivewhen tied to insufficient relationship-buildingprograms with the intended audience (Muturi, 2005).The final videogame design should be supported byexternal relationship-building endeavors to reach thetarget audience.
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• Mass media health messages can be quite ineffectivewhen the intended audience fails to fully comprehendthe message being presented (Muturi, 2005). Alldiabetes-related messages contained within thevideogame should be presented in a way that can be bestcomprehended by the target audience.
• Mass media health messages can be quite ineffectivewhen the senders of the message fail to take intoaccount the mythologies, values, and norms of theintended audience (Muturi, 2005). The videogamedesigners need to be informed of the target audience’smythologies, values, and norms so as to best deal withthem in the game when (if) they might arise.
• Effective health-related messages communicated via massmedia channels are often mediated by opinion leadersimportant to the target audience, and the impact ofthese opinion leaders can produce less effective (or atleast more random) results (Schuster, et al, 2006).While there is probably little way to deal with thispotential problem from an in-game perspective, thevideogame designers must acknowledge that the game’smessages may have less than the desired impact becauseof such restrictions.
• Mass media health messages can be used just aseffectively by industries promoting counter messages,such as the tobacco industry’s effective marketingcampaigns (Pollay, 1999). Those groups promotinghealth messages contrary to the intended message ofthis campaign could easily use videogames to do it. Infact, Burger King did just such a thing in November andDecember of 2006 with their trio of XBox and XBox 360games that promoted the Burger King brand to gamers.
• The intended audience may have limited access to moremodern mass media channels (Dube & Ocholla, 2005). Any
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videogame produced for the intended audience must takeinto account the fact that the audience may havelimited access to the technology necessary to make fulluse of the game’s features and messages.
• Even when the intended audience has adequate access tomass media, they may not have the adequate skills (ornecessary desire) to interact with the media,especially the more modern computers and internet (Dube& Ocholla, 2005). Any videogame produced for theintended audience must take into account the fact thatthe audience may have limited access to the skills ormotivation necessary to make full use of the game’sfeatures and messages.
• Few, if any, of the ethical implications of a messageare ever discussed prior to the dissemination of themessage, often resulting in poor or incorrect messagesbeing transmitted (Guttman & Salmon, 2004). Anyvideogame designed must be designed in such a way as totake into account potential ethical implications ofmessages being transmitted. Miscommunication from thegame could be just as detrimental to the audience’shealth as receiving no message at all.
Serious Health Games
The idea of using video games as part of health care is
nothing new, and for as long as there has been an interest
serious games there has also been an interest in serious
health games. The Serious Games Initiative has an entire
section of their organization devoted to Games for Health,
which explores numerous aspects of the intersection between
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DIABETES VIDEO GAME
health and video games. Likewise, the idea of using video
games in connection with diabetes is nothing new; serious
games developers such as Guidance Interactive and Archimage
both have projects - Glucoboy and Nanoswarm, respectively -
that are designed to be a part of the prevention, care,
and/or management of the disease. The goal of this section
of the white paper is to look at these other games that to
see what we can learn that is applicable to our own project.
Glucoboy
Glucoboy, developed by Guidance Interactive, is a device
that doubles as both a blood sugar meter and a cartridge for
a Nintendo Gameboy. Apparently Paul Wessel, the device’s
creator, has a son with diabetes who carries a Gameboy with
him wherever he goes, and Wessel’s idea was to create
something that would connect these two parts of his son’s
life. As a Gameboy Cartridge, Glucoboy offers a handful of
games that are designed to be interactive experiences for
diabetic game players. As diabetics use the device to
measure their blood sugar they earn points for good tests,
and more points for testing regularly. Once earned points
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DIABETES VIDEO GAME
can be spent within the games to unlock new content, power
up in-game characters, and purchase other kinds of
advantages. In this way Glucoboy serves as an added
incentive to manage the disease effectively; those players
that manage their disease better get more out of the game.
In addition to being an incentive Guidance Interactive
touts Glucoboy as a focus of community and community
formation:
Kids use the Internet everyday and it is thecommunication mechanism of choice for millions ofpeople the world over. Guidance Interactive has createda closed and safe environment for kids to meet others,get advice, chat, and compete.
To this end the creators of Glucoboy wanted to create more
than just a set of games, but a safe online environment for
diabetic game players the world over. The existence of a
small number of third party websites such as myglucoboy
suggests that Guidance Interactive has at least been
somewhat successful in their community forming aspirations.
So what can we learn from Glucoboy that is salient to
our own project? In particular there are certain aspects of
the Glucoboy model that we may want to emulate, but there are
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DIABETES VIDEO GAME
also potential faults, or pit-falls in that model that we
would want to avoid. Specifically incorporating real life
management of the disease into the game, and an emphasis on
community and communication are elements we want to see in
our own game, and yet sticking to the Glucoboy model too
closely will get us into trouble.
In regards to community, for example, Glucoboy serves as
a center for community because it draws on a medium of
communication (the Internet) that its players already use.
Guidance Interactive, therefore, only has to create a new
space within an existing, and familiar medium, to foster
communication amongst its target audience. In our case, we
also want to foster community and communication amongst
users, but instead of the Internet as an existing and
familiar medium, we have the complex lines of communication
in an Appalachian family. In some cases these lines of
communication will already exist, and be familiar, and like
Guidance Interactive we just need to draw upon them. In
other cases, however, our game may have to create new, or
rely on unfamiliar lines of communication. As such, we can
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DIABETES VIDEO GAME
learn something from the larger Glucoboy community, but our
job is a little more difficult.
In regards to incorporating real life management of
diabetes into the game the model of offering an in-game
incentive for players who manage their disease well is
useful and practical idea. However, in the case of Glucoboy,
this is ultimately the only interaction with the disease the
game has. In other words, the Glucoboy games themselves are
ultimately only an incentive and do not educate or inform
about diabetes, or teach about how to manage the disease.
The games reward players who manage the disease well, but
information about how to manage the disease must come from
outside the game. While having built in incentives for real
life actions is good, and can have a positive effect on
people’s management of the disease, our goal is to create a
game that also offers educational and practical information
about the disease and how to deal with it.
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DIABETES VIDEO GAME
Nanoswarm
Nanoswarm, developed by Archimage, is a video game
about type 2 diabetes set for a 2008 release. Though the
game is not yet out there is a surprising amount about it
available, specifically, and especially, in regards to its
design goals. Unlike Glucoboy, which is targeted at players
who have diabetes, Nanoswarm has an explicit goal of
prevention. In an interview about Nanoswarm, Victoria
Thompson, one of the doctors working on the project,
outlined the basic goals of the game as follows:
[With] Nanoswarm, we want players to: (1) recognizethe role that diet and physical activity play in thedevelopment of obesity and, (2) adopt healthy diet andexercise behaviors -- specifically, increasing theirintake of fruit and vegetables and increasing physicalactivity.
It is the hope of the designers, then, that by targeting the
kinds of lifestyle habits and choices that contribute to
type 2 diabetes, the game will have a positive impact on the
lifestyles of the people who play it. Unlike Glucoboy the
content of the game is, on some level, about diabetes.
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DIABETES VIDEO GAME
It is important to note that though the content of
Nanoswarm is about diabetes prevention and real-life habits
and choices, the game embeds this content in a fictional
narrative that Archimage describes as a sci-fi action
adventure. As such, though the game seeks to make a positive
impact on people’s real-life situations, the narrative of
the game does not mirror real-life. From the same interview,
Dr. Thompson describes how this aspect of the game was
intentional, and done specifically to emphasize fun, and to
make the game more effective:
Kids, (actually, video game players of any age) morethan anything else want to have fun. We’re trying toremain very faithful to the implicit bargain we’remaking with players: “this is a game, and playing thisgame will be fun.” It would be easy to make a “game”that overtly delivers didactic knowledge through heavy-handed lecturing and tests.
This, however, would be better defined as courseware,not a video game. Our challenge, and the challengefacing any serious game developer, is figuring out howgameplay and interactive storytelling can stealthilychange people’s lives.
The primary lesson we can take from Nanoswarm is that
serious health games do not have to emulate real-life in
order to have a positive impact on the lives of its players.
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DIABETES VIDEO GAME
Such games can, in other words, draw on a wide array of
fictional narratives and still educate, inform, and help
people. This fact allows the designers of such games to use
“fun” as the overall deciding factor in choosing a fictional
narrative for their games. Since Nanoswarm is not yet
released it is worth noting that there are successful
serious health games that have followed this approach, the
most notable example being Re-Mission. Re-Mission is a game
about cancer that plays like a shooter and, like Nanoswarm,
uses a sci-fi narrative. Also like Nanoswarm, Re-Mission uses
this sci-fi narrative to teach patients about cancer, and to
offer methods for managing and coping with the disease.
The Larger Picture
Individually each of these games has lessons to offer
our own project, but taken together these games offer a
problem that our project will have to address. Specifically,
these games are tailored for the technologically savvy; they
do good work but they do it for people who are already
“plugged in” to video games and, in some cases, even more
advanced communications technologies. Glucoboy’s focus on
39
DIABETES VIDEO GAME
fostering an Internet community, for example, is a strong
indication of the device’s target audience. As the above
quote from Guidance Interactive indicates, the company seeks
to create an Internet community out of kids who are already
Internet users. Likewise, Nanoswarm’s sci-fi narrative is a
strong indication of its target audience, as the sci-fi
setting would be one that is familiar, and thus comforting,
to veteran game players. Both of these games, in other
words, are designed from the beginning for people who
already play video games, and this separates them radically
from our own project. As such, though we can learn much from
the lessons of these games, our own game is ultimately going
to have break new ground and tread where these games have
not.
Recommendations for Future Progress
Our goal in mapping the unique Appalachian health
context has been to create a framework for understanding how
a video game can be effectively designed to address the
unique challenges faced by diabetics and their families in
Appalachia. The question that arises from this is, how can a
40
DIABETES VIDEO GAME
video game be designed that takes those various contextual
influences into account? What are the properties and goals
of that video game which fulfill the needs our research has
described?
This section of the paper addresses our suggestions,
ideas, and concepts to answer those questions. Using a
narrative form, we map out the “space” of the game: its
qualities, goals, and properties. Bullet points and short
descriptions are used to give a summary of those broad
strokes.
Overview
The model we have chosen to adopt is a game featuring a
player-designed diabetic character that moves through a
role-playing game-like setting based on a local county fair.
The avatar combines exploring and interacting with the
aspects of the fair – games, information, and interacting
with other fairgoers and family – with the management of
blood sugar in order to put learning about how diabetes
works on the level of everyday routines.
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DIABETES VIDEO GAME
The game focuses on three major types of activity: the
management of blood glucose levels, the playing of mini-
games and fair activities, and interacting with the various
non-player characters (NPCs) present at the fair. Through
these three major activity areas, the game provides
information about the everyday routines and effects of
diabetes and teaches the player – diabetic or not – about
living with the disease in a naturalistic rather than top-
down fashion.
The County Fair
One of the most basic structural levels that must be
addressed is the space the game represents. This space
describes not only setting, but also colors all other
aspects of the game: the types of activities the game
contains, the physical context of the characters in the
game, and the dimensions of the game’s universe.
We chose “the County Fair” as an effective setting for
the game. As an artifact of the Appalachian region in
specific and the United States in general, the idea of a
local festival or fair is both familiar and enticing to our
42
DIABETES VIDEO GAME
target audience. It represents a space where many different
characters can interact naturally, allows for multiple types
of play activity, and represents a site where many of the
everyday decisions diabetics make about food consumption and
activity are foregrounded. As a site of family activity, the
County Fair also emphasizes family interaction as well.
Since many Appalachian families don’t follow a particular
nuclear family structure, the fair is a place where any type
of family can participate without privileging one type of
family over another. Similarly, family members of different
generations can all find something of interest in a broad
setting such as the fair, promoting intergenerational
interest.
Gameplay at the fair centers around controlling a
player-designed avatar as s/he navigates the virtual space.
The avatar, as a diabetic, must manage his/her disease
through food choices and resource management, activities
common to the county fair setting. In doing so, the player
navigates mini-games and interacts with other characters at
the fair and thus engages the disease on an everyday level.
43
DIABETES VIDEO GAME
As a timeless, safe space, the fair allows the player to
model choices and behaviors, judge their results, and see
the effects of the disease without harm to the self.
The county fair represents a context that promotes and
emphasizes self-sustainability, something highly valued by
Appalachian culture. As a site where agriculture, local
organizations and culture, and citizens all meet, the fair
is a place where products and culture of the region come
together. Likewise, as a large public gathering, the county
fair frequently serves as a locus of communication for
Appalachian organizations and families. Information, news,
and concepts move between disparate families in that social
setting, making it effective for our goal of imparting
useful information as well. This phenomenon is represented
by the various NPCs that inhabit the fair, ranging from
informative doctors to other diabetics trying to manage
their disease while enjoying the fair (much as the player is
doing).
In terms of game structure, the county fair is a
container space for the numerous mini-games and individual
44
DIABETES VIDEO GAME
tasks that make up actual gameplay. Because the fair
features a number of activities – such as food services,
information booths, rides, and games of skill – the greater
game itself can feature a number of different activities
while remaining thematically consistent. On another level,
the fair, as a virtual space, also allows for the inclusion
of games and activities that move beyond traditional fair
activities as well. The fair setting serves as a framework
and justification for the basic gameplay structure.
In summary, the county fair is an effective setting for
the following reasons:
• The fair is a familiar and appealing setting inAppalachian culture.
• It is a safe and timeless space for exploringinformation and behaviors about diabetes.
• As a setting with diverse activities, the fair isfriendly to many types of families and isintergenerational.
• Information moves naturally through the communalsetting, emphasizing learning.
• The fair allows for a number of gameplay elements – NPCinteraction, multiple mini-game activities – thataddress the Appalachian context.
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DIABETES VIDEO GAME
The diabetic player-avatar
In the game, the player controls an in-game character
(his/her avatar) that s/he designs. We feel that allowing
the player to design his/her own character would increase
engagement, emphasize personal involvement, and allow the
player to personalize the information s/he receives in the
game. Similarly, allowing the player to design his/her own
character bases the in-game representation on the player’s
self-concept, rather than an identity constructed by the
game designer that may or may not reflect the identity and
values of the player.
The only externally-delineated characteristic of the
avatar is being diabetic. Although the game is targeted at
children, in many Appalachian families it is not the child
that is the diabetic member; in fact, many players of the
game will not be diabetic. However, by overlaying diabetes
onto an otherwise self-created character, the game gives
players an opportunity to understand how diabetes affects
the individual even if they are not diabetic; in short, it
puts the player in a diabetic’s shoes. The game, as a safe
46
DIABETES VIDEO GAME
virtual space for enacting behaviors, gives the player the
opportunity to understand how diabetes can affect the
individual without risk of harm to him/herself. Similarly,
by conflating being diabetic with being the game’s “hero,”
the game constructs diabetes as normal and manageable rather
than abnormal or as a source of shame. The presence of
diabetic NPCs that interact with the avatar also serves to
emphasize this. Since self-reliance and self-sufficiency are
valorized in Appalachian culture, this is important; rather
than being a source of weakness, diabetes is made into a
part of everyday life.
Primarily, the player engages the disease through blood
sugar management. Through an interface resembling a blood
glucose monitor, the player must test and monitor his/her
blood sugar. In-game activity and exercise – such as
participating in the various mini-games available at the
fair – simulate the effect of real-world activity on blood
sugar as well. Likewise, the foods that the player chooses
to eat have an effect on blood sugar similar to their real-
world equivalents. The results of the blood sugar management
47
DIABETES VIDEO GAME
thus have an effect on the other play activities in the
game; poor management may slow the player down from fatigue
during mini-games, while effective management maintains a
state of good health that allows the player to enjoy the
game normally.
Thus the primary point of resource management in the
game is food; different foods have different in-game costs,
take up certain amounts of the limited space in the
character’s backpack, and have different short and long term
effects. By allowing the player to see the effect of his/her
food and activity choices, the game promotes learning about
and improvement of real-life models of management. The game
shares information and models management skills on the
everyday level by focusing on behaviors with real-life
analogs. Rather than a top-down, didactic approach to
education, the game accepts diabetes management as something
that happens on a routine level.
The player-created diabetic avatar is an effective learning
tool because it:
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DIABETES VIDEO GAME
• Personalizes the player’s experience by allowing forhis/her self-concept to be reflected.
• Puts the player in the shoes of a diabetic, even ifs/he is not.
• Makes the consequences of effective or ineffectivemanagement apparent on an everyday level and in a safespace.
• The diabetic hero helps to counter feelings of shamethat can be culturally associated with chronic diseases(such as diabetes) in Appalachian culture.
• Teaches management techniques and imparts informationon the level of everyday lived experience.
Mini-games, character interaction, and fair activities
Working in concert with blood glucose management is the
ability of the player to interact with the fair. Effective
management is the means by which the player is able to enjoy
the various mini-games – small, less complex games within
the larger game – that the fair setting allows for; how well
the player manages his/her blood sugar has a direct and
obvious impact on mini-game performance. The two activities
work together to keep the game interesting and fun, while
imparting information on diabetes management at the same
time. Non-player characters, as a third influence, allow the
49
DIABETES VIDEO GAME
player to interact with the world and receive information in
a different way.
Mini-games are “games within games;” they are less
complex, more simplistic play activities with their own
gameplay rules that are contained within the framework of
the larger game. For example, the county fair is the macro-
level game; a booth where the player can dunk for apples or
throw a ball at targets to win prizes are mini-games. In the
county fair context, mini-games represent the various
activities that a player can do at the fair: rides, games of
skill, and the like. The model of a larger game framework
with a number of mini-games contained within it is well-
reflected in current commercial game titles. Games like
Mario Party or Warioware are examples of such.
In order to broaden the appeal of the game and allow
for many types of players to enjoy it, the mini-games
available at the fair will be diverse both stylistically and
in the skill required to play them. For example, some may be
tests of mathematical skill like Sudoku, while others are
more action-oriented such as a ring toss or skee-ball game.
50
DIABETES VIDEO GAME
Because the fair is a virtual space, the mini-games can
range from traditional fair activities to less realistic
ones as well. By varying style, content, and skill types,
the mini-games can engage players of all types.
Players are rewarded for success in mini-games with
virtual currency that allows them to unlock content, win
prizes they can use to customize their character, and
acquire other similar rewards. This motivates players to
continue playing mini-games (and thus to keep managing their
glucose so they can do so effectively) and gives the player
a sense of accomplishment. For example, a player may be
motivated to earn enough “tickets” to buy a large stuffed
teddy bear, or win a t-shirt for the avatar to wear. Mini-
games also interact with the blood glucose management
activity. Participating in mini-games can tire a character
out, sap their reserves, or cost in-game currency that could
otherwise be used for buying food. Thus the two systems are
integrated and co-dependent.
Along with mini-games, the fair also features a number
of different non-player characters that the player can
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DIABETES VIDEO GAME
interact with. These can take a number of different forms: a
young diabetic girl trying to manage her disease, a nurse or
doctor in a first aid tent, a carnival barker, or the owner
of a mini-game booth are just a few of the possible
examples. NPCs can impart game world information,
information on diabetes, a sense of place or flavor for the
fair, and the like. A rich cast of NPCs can enhance the
feeling of the fair and gives the player a chance to use
some of the knowledge s/he has acquired over the course of
the game. The aforementioned diabetic girl, for example, may
ask the player for advice on how to manage her blood sugar,
giving the player an opportunity to engage the information
on an interpersonal level.
Similarly, the NPCs are a way to reflect Appalachian
culture while at the same time creating an environment where
diabetes is normal and not a source of shame. If the various
characters at the fair are, for example, managing their
disease or helping the player to manage his/her disease,
they create a context where diabetes is everyday and normal.
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DIABETES VIDEO GAME
Mini-games and non-player characters contribute to the
game’s effectiveness by:
• Bringing a diverse amount of activity for players toengage in.
• Interacting with the blood glucose management activityto put diabetes in the context of routines.
• Rewarding the player for success in the game and thusencouraging repeat play.
• Bringing information to the player through a diversecast of non-player characters.
The game and the family
As the research cited above emphasizes, the family is
both important to Appalachian culture, as well as being part
of the everyday context the family health model emphasizes.
Thus, the inclusion of the family into the game world is an
important design goal; as diabetes is a family disease that
affects the entire household, it’s important for the game to
address that context. The game should encourage
communication, collaboration, and even competition between
family members in order to create dialogue. The family must
be woven into other game design elements in order to
accomplish that.
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DIABETES VIDEO GAME
For example, on the level of the avatar, it’s important
that it not only be player-created, but also that the player
and his/her family have the opportunity to create the family
as well. Just as we noted that self-created avatars are
based in the player self-concept, self-created family member
characters center the family in the game world. The family
avatars can be created by the player alone, or more ideally,
the family can work together to each create an individual
avatar. Similarly, one of the goals of the game is to
reflect Appalachian culture and avoid valorizing a
particular family structure; by allowing for the entire
family to be player-created, the game can reflect any of a
number of different family models without privileging any
single one.
The design of the various mini-games encourages family
play and engagement in a number of ways. For example, the
diversity of tasks can make the game accessible to a wide
variety of individuals with varying skills and experiences.
The game’s reward structure encourages competition as well;
for example, by saving high scores on various mini-games,
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DIABETES VIDEO GAME
various family members can compete to get the best score and
thereby engage the game together. Through competition and
collaboration, the game can make inroads for inter-family
member communication.
Additionally, we propose the addition of the family
home as a second, connected space to the county fair. The
home can then serve as a focal point for family
communication that works inside the game world. For example,
family members playing at different times can leave notes
for each other on the kitchen table, create a communal
“bank” of resources or prizes the entire family can share,
and serve as a home base that connects the family inside the
game world. The hope is that, by using the game itself as a
method of communication, it would encourage not only family
communication but also communal use of the game as well.
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DIABETES VIDEO GAME
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