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Adventures in eMarketing

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Adventures in eMarketing

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Using Games as a Teaching Mechanism

Posted by Kyle Crumrine | 11:25 am on Friday April 03, 2009 | 2 Comments

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This same type of learning can be applied to other complex ideas like what a disease does to the body or how a drug works inside the body. 

Kyle Crumrine, senior web designer at Siren Interactive, contributes this post:

Teaching people with a chronic disease about exactly what is happening inside their bodies has always been a difficult task. Describing a disease with text or even with pictures and diagrams can be complicated and difficult to understand. Even video and 3d animation can be tough to follow and confusing. One way to combat this obstacle is to structure the way that the information is delivered. Rather than it being a passive experience where the user’s attention could fade or wander, an interactive learning experience that forces fixed attention in order to achieve objectives is a much more effective and engaging option.
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Health eGames: Gaming Benefits, Especially For Patients With Chronic Diseases

Posted by Wendy White | 12:27 pm on Wednesday November 12, 2008 | No Comments

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videogamers (found in 71% of U.S. households) are more social than non-gamers, more influential about entertainment and gadgets, and more likely to be part of the “early adopter” crowd (likely to pay a premium for the newest technology). 

Gaming 4 HealthI met a really interesting woman named Teri Louden recently who runs a healthcare portal called gaming4health.com. She is really doing great things promoting gaming as a way to engage people in their own healthcare and step into health 2.0.

iConecto estimates that health eGames – video games intended to deliver health benefits – will be a market of approximately $7 billion between mid-2008 and mid-2009. This includes sub-categories like brain fitness, exergaming, and other consumer and professional health eGames.

Plus, a recent study by IGN Entertainment and Ipsos Media CT maintains that videogamers (found in 71% of U.S. households) are more social than non-gamers, more influential about entertainment and gadgets, and more likely to be part of the “early adopter” crowd (likely to pay a premium for the newest technology).

Does this sound like an audience you can afford to ignore?

Here are three new ways to view gaming with a healthcare lens:

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