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	<title>Health Games Analyzed by healthGAMERS &#187; Wild Divine</title>
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	<link>http://www.healthgamers.com</link>
	<description>Playing games to improve lives.</description>
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		<title>What Makes a Great Health Game Great &#8211; Part 4</title>
		<link>http://www.healthgamers.com/2009/research-theory/what-makes-a-great-health-game-great-part-4/</link>
		<comments>http://www.healthgamers.com/2009/research-theory/what-makes-a-great-health-game-great-part-4/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 16:10:41 +0000</pubDate>
		<dc:creator>mlazarus</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Nutrition]]></category>
		<category><![CDATA[Research/Theory]]></category>
		<category><![CDATA[Food Fury]]></category>
		<category><![CDATA[health games]]></category>
		<category><![CDATA[Lunch Crunch]]></category>
		<category><![CDATA[pain management games]]></category>
		<category><![CDATA[Theory of Flow]]></category>
		<category><![CDATA[Wild Divine]]></category>

		<guid isPermaLink="false">http://www.healthgamers.com/?p=125</guid>
		<description><![CDATA[Can&#8217;t play just once.
Game creators, both heath-related and mainstream, always hope that their game will have that gotta-play-again feeling.  What&#8217;s the point if someone plays it once and that&#8217;s it.  A game has to have good re-playability.  Great Game Tenet #4 is a no-brainer: great health games must have a hook.
Using addictive characteristics to elicit [...]]]></description>
			<content:encoded><![CDATA[<h4>Can&#8217;t play just once.</h4>
<p>Game creators, both heath-related and mainstream, always hope that their game will have that gotta-play-again feeling.  What&#8217;s the point if someone plays it once and that&#8217;s it.  A game has to have good re-playability.  Great Game Tenet #4 is a no-brainer: <strong>great health games must have a hook</strong>.</p>
<h4>Using addictive characteristics to elicit health change.</h4>
<p>This great health game necessity brings us back to our old friend <a title="Csikszentmihalyi bio" href="http://www.cgu.edu/pages/1871.asp" target="_blank">Dr. Mihaly Csikszentmihalyi </a>and his <a title="Flow Theory" href="http://www.616.ips.k12.in.us/Theories/Flow/default.aspx" target="_blank">Flow Theory</a>. The player must be so involved in their activity that they lose all sense of time, i.e. &#8220;time flies when you&#8217;re having fun.&#8221;  This is the essence of a hook.  Grab the player, keep them playing and have them begging for more.  The techie term for this is &#8220;sticky&#8221; or the ability to retain participants and/or players.  The need for stickiness is one reason why games make a great modality for delivering health information.  Games in themselves are sticky.</p>
<h4>Health games that do it well.</h4>
<p>I think casual health games are a perfect example of health games that have a hook.  Short spurts of gameplay with addictive game mechanics give casual health games like <a title="Food Fury" href="http://www.playnormous.com/game_foodfury.cfm" target="_blank">Food Fury</a> and <a title="Lunch Crunch" href="http://www.playnormous.com/game_lunchcrunch.cfm" target="_blank">Lunch Crunch</a> a competitive advantage over epic health games.  There&#8217;s also something to be said for a lot of the pain management games out there which are designed to keep the player immersed in a world that is outside of reality.  <a title="Wild Divine" href="http://www.wilddivine.com/" target="_blank">Wild Divine</a> is a perfect example.  I&#8217;m not sure about the stickiness of these types of games, though, since I&#8217;ve never actually played one myself.</p>
<p>Anyone have thoughts on pain/stress management health games?</p>
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