Video Game Reversal Protocols for Chronic Health Conditions
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Solution Overview
Problem
There is a lack of health-related video games focused on the reversal of chronic conditions in real life, which hinders the motivation and implementation of effective reversal protocols for individuals with potentially-reversible non-communicable health conditions (PRHCs).
Innovation Solution
A new category of health games, referred to as 'reversal of chronic diseases,' is introduced, featuring a video game and corresponding platform that utilizes game-driven player experiences in real life, combined with a supporting reversal platform. The game provides players with reversal protocols, motivational elements, and rewards to encourage adherence and progression in reversing PRHCs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional health education methods are used, then information delivery is straightforward, but patient motivation and adherence to reversal protocols is insufficient
Solution Approach 1:
The game implements continuous feedback mechanisms where players receive real-time feedback on their health protocol adherence through in-game characters, progress tracking, and immediate consequences. This feedback loop motivates players by showing the direct impact of their real-world health actions on game outcomes, thereby improving adherence to reversal protocols.
Solution Approach 2:
The video game serves as an intermediary between health education and patient behavior change. It translates complex reversal protocols into gamified challenges, using virtual characters and narratives as mediators to make the reversal process more engaging and less daunting, thereby improving patient motivation and adherence.
2Reliability
If complex reversal protocols are implemented, then health outcomes improve, but game simplicity and player engagement decrease
Solution Approach 1:
The reversal protocol is segmented into multiple game levels and challenges, each focusing on specific health behaviors (e.g., diet, exercise, sleep). This segmentation makes the complex protocol more manageable and less overwhelming for players, while maintaining effectiveness through progressive difficulty increase.
Solution Approach 2:
The game dynamically adjusts protocol parameters based on player progress and performance. Difficulty levels, challenge requirements, and protocol strictness are changed as players advance, maintaining engagement while ensuring protocols remain effective. This allows the system to adapt between simplicity for beginners and complexity for advanced players.
3Reliability
If real-world health actions are tracked, then reversal effectiveness increases, but system complexity and implementation difficulty increase
Solution Approach 1:
The system employs self-service tracking mechanisms where players manually input their health actions into the game, and the system automatically translates these into game progress. This reduces the need for complex automated monitoring devices while still enabling effective tracking of real-world health actions.
Solution Approach 2:
The video game acts as an intermediary layer between simple player actions and complex health tracking requirements. It provides user-friendly interfaces for input and automatically manages the complexity of translating real-world actions into measurable game metrics, reducing implementation difficulty while maintaining tracking effectiveness.
Data Source
AI summary
A system and method may include generating, by a computing system, a list of selectable challenge factors for a player to select one or more challenge factors when playing a video game. The player may be provided with the ability to set a plan for each of the challenge factors. A protocol inclusive of the planned challenge factors may be established to be achieved over a time period. A player interface may be displayed for the player of the video game, where the player interface may show the protocol inclusive of at least a portion of the planned challenge factor(s) along with corresponding input elements associated with each planned challenge factor for the player to account for the planned challenge factors by submitting whether or not the player achieved each of the respective planned challenge factors. Achieving the planned challenge factor(s) causes a health condition to be reversed.


