Human Health Technologies
Source: e-health UE Logo
Subject: Human Health Semantic Pills Series – e-Health, Virtual Worlds, Virtual Reality, Therapy Games, War Games, e-Training
Info source 1: eHealth Initiative Lauds Inclusion of Health IT Provisions in American Recovery and Reinvestment Act, from e-HealthInitiative.org.
WASHINGTON, D.C. – FEBRUARY 17, 2009 – The independent, non-profit, multi-stakeholder eHealth Initiative congratulates both Congress and President Obama on the enactment of the American Recovery and Reinvestment Act, which includes an estimated net investment of $19 billion for health information technology (IT). This figure is comprised of $2 billion in immediate, discretionary funding for the Office of the National Coordinator, an estimated $29 billion to be paid out through Medicare and Medicaid incentives, and estimated off-setting savings of $12 billion
Info source 2: Video game therapy for mental health, from Nathan Wilkinson, Institute of Health and Social Policy, McGill University, Canada; Rebecca P. Ang, Division of Psychology School of Humanities and Social Sciences, Nanyang Technological University, Singapore, email@example.com; Dion H. Goh, Division of Information Studies, Wee Kim Kee School of Communication and Information, Nanyang Technological University, Singapore.
“Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.”
Info source 3: BBC News, Games therapy for burns victims,
Playing on a Wii demands a user act out all the physical movements involved in sports such as tennis, golf and boxing. Specialists say using the Wii brings back flexibility to damaged areas and that most importantly – patients actually enjoy their treatment.
“When recovering from an operation, such as a skin graft, patients may need recover normal use of their hands and arms,” said Maureen Adams, head of therapy at Queen Victoria NHS Foundation Trust in East Grinstead.
“Using the Wii is a way of significantly improving movement, while not seeing the activity as therapy, which helps motivate them. Wii can also be done at home, so patients are able to continue their own personal therapies.”
“RALEIGH, North Carolina (Reuters Life!) – Video games are known to improve hand-eye coordination but can they help someone quit smoking or lose weight?
Hot on the heels of Nintendo’s smash success, “Wii Fit,” game makers are introducing new titles with a healthy focus, such as French game publisher Ubisoft’s “Allen Carr’s Easyway to Stop Smoking” that hits on Nintendo DS in November.
Over 10 million smokers worldwide have turned to Allen Carr’s Easyway books, clinics or DVD in order to stop smoking but now smokers wanting to quit can instead play 14 mini-games.
Comment: Of course we are to be open minded in order to procure for a better world. So each idea about our body-mind health and improving must be heard, seen and tested. I’m a Zen master and supposedly a body-mind expert trusting in our innate abilities to maintain healthy, long lasting and aware as much as possible in any circumstances. However I believe that is perfectly possible to tune our body with all forms of environment energies. Even in Zen we extensively use imagery to enhance our body mind power for example by tuning with nature: the breath of trees, the flow of rivers and creeks, the calm of lakes so it is perfectly possible to tune with imagery waves thru animated computing. For example in Zen we advise athletes to continue their High Intensity training when injured, “playing and making gym by imagery seen others doing it!.”
Info source 6: Does violence in video games contribute to real life violence?, by Melinda Clayton from Helium.com
YES: 47%, NO: 53%
It is then a controversial subject!.
“As a psychotherapist, I have often had to explain my techniques to concerned foster parents. In our play therapy room we had toy guns, toy handcuffs, toy knives, and empty liquor bottles. The children with whom we worked had often been through horrendous abuse. They were drawn towards these items in an attempt to “explain” to me, through their play, what had happened to them and how they felt about it.
I had to explain to the concerned foster parents that children need to be able to work through their feelings and issues in a safe place. To responsibly allow them to do so would not create violence. The violence that came out in their play in the play therapy room was a direct result of the violence they had experienced at home, and allowing them to process it through play enabled them to move through it towards a healthy resolution.
Do violent video games create violence? No. But children who are drawn to these games may be crying out for help due to violence and trauma experienced in real life.”
Hartmut Gieselmann wrote:
Whenever war and computer games are discussed in public, politicians and educators are mainly concerned about the gruesome brutality that domesticates violence into children’s heads. Killing small figures on the screen and fountains of red bloodpixels coming out of the victimized bits and bytes make them fear that teenagers will become more aggressive in real life. This discussion is one of the oldest when it comes to criticising new media. The same concerns were raised about Greek tragedy, Goethe’s Werther, television, comics, and Rap music. But when you take a closer look at war games, you will realize that the violent scenes that are shown there are not nearly as gruesome as in fictional games featuring monsters and vampires. The main reason behind this is that here violence will only be recognized as entertaining for the gamer (or any other audience in literature or film) when he (much more than 90 Percent of war gamers are male) can draw a strict line between the real world and the non real gaming world – otherwise he would be scared by what he sees and stop feeling comfortable.
Horror games as well as splatter movies are turning violence so much over the top that everybody realizes that what is shown on the screen cannot be real. War games on the other hand try to be as accurate as possible: They try to emulate real battles. Showing too much gruesome violence would distract the gamer and the game could no longer be recognized as an accurate simulation of real wars. By just pointing at the most violent games, critics overlook that war games have a much greater impact on gamers’ opinions and their world views because they do not show the actual violence. It is hidden behind complex simulations of real guns, tanks, jets, and squad tactics. This is why authorities are more concerned about a gangster game like Grand Theft Auto than a recruitment tool like America’s Army.
When you compare recent World War Shooters to the older Doom Game you will find several differences, despite they both are referred to as First Person Shooters. In Doom, the player fights on his own against masses of monsters. He has no buddies at his side that he has to take care of. He is a one man army. The Doom plot was often copied to real war scenarios. But this type of lonely hero is a discontinued soldier model. It was popular during the Reagan era when the Rambo-movies were shown at theatres. Rambo was the prototype of a dumb muscle machine that was trained by the military to kill everything that moves: Very effective for covered actions in the jungle of ‘Third World’ countries but not appropriate to represent the intelligent and well organized army of the 1990s.
President Clinton had a different military doctrine. He transformed the army (again) into a world police that should fight for freedom and justice all over the world. The army should no longer be thought of as a group of aggressive Rambos but as a high tech machinery that tries to prevent civil victims with their smart bombs. The soldier was no longer an animalistic macho but a cool thinking engineer who merely followed orders and functioned like a gearwheel in a clockwork. The former mentioned technical war simulations of the 1990s supported the new image of the army and were in sync with the Clinton doctrine.
George W. Bush changed that. After 9/11 he had to galvanize the US society with a common destiny. Osama Bin Laden played to his hands since Bush was able use the fear of terror to justify a higher military funding and the cut back of civil rights for his homeland security program. And here come the World War Two games that make the gamer believe that he can take part in an important battle that changes history. He also has a common destiny with his comrades. It is no longer the Rambo type of soldier that was promoted by games in the 1990s. It is the figure of the caring father who has to look after his company, his “brothers in arms”. To free the world of tyrants like Saddam Hussein or Osama Bin Laden, you have to fight for America like your grandpa did in World War Two against Hitler. You have to fight, as if you would defend your own family. That is the new picture in the games that support the Bush doctrine.
Christian Swertz wrote:
And now there are digital games and learning, acting as serious games. Serious games promise freedom and force at once, don’t they? Sounds like a vintage contradiction in the first place, a pretty good dilemma, or maybe just mucking around with the player, since selling hard work as fun and having people pay for it must be the robber baron’s dream. And then it’s a trap you don’t want anybody to stumble in, unless we are witnessing a dialectical miracle – the final synthesis of force and freedom.
A little step back to look behind the scene might shed some light on the issue here. The idea of combining games and learning is not exactly new. In the 18. century games were applied for educational purposes by Basedow (Parmentier 2004). He was picking up earlier ideas like the negative education by Rousseau (1972). Looking behind this concept shows that learning objectives were not explicitly taught but expressed in the rules of the games. The objectives are learned in the game by discovering the rules – and rules of games are forces, particularly if the toy is a computer, since computers can’t negotiate rules. But the player still experiences the game as play and thus the freedom in the game, even if it is forced, by rules. So playing games in general, and serious games in particular, is a kind of a dialectical miracle. But that’s the miracle that accomplishes all learning: On the one hand, the learner is forced to learn something, and thus forced by that something. On the other hand, learners are free to understand what and however they want to. The learner is free to play within and with the force of teachers rules (Litt 1952).
Comment: We in the Western culture used to sum ourselves to extremes keeping as much as possible off “middle ways” where however wisdom used to transit. Virtual words, games, virtual games, virtual reality, virtual body mind fitting are extreme options to enjoy, being healthier, and to be wiser as well almost without “effort”, privately and secure. On the other hand we have the “hard way” alleging that health, wisdom, and virtues are only obtained with sacrifice.
Categories: people, health, people health, games, health – e-health, education – e-learning, e-learning
Tags: e-health, virtual words, games, gaming, health Initiative, American Recovery and Reinvestment Act, Medicaid incentives, Medicare incentives, video game therapy, mental health, Nathan Wilkinson, Rebecca P. Ang, Dion H. Goh, Nanyang Technological University, society games, online worlds, games therapy, burns victims, John Gaudiosi, Reuters, hand-eye coordination, Nintendo, wii fit, ubisoft, Allen Carr’s, stop smoking, Iraq war veterans, rehabilitation therapies, virtual reality training, encyclopedia.com, body mind therapies, zen fitting, zen imagery, zen meditation, video games violence, Melinda Clayton, Helium.com, eludamos.org, war games, male gamers, Hartmut Gieselmann, soldier image, doom game, Rambo aggressiveness, military doctrine, Bill Clinton, civil victims, rambo movies, Clinton doctrine, George W Bush doctrine, 9/11, Osama bin Laden, Rambo type, whealti, world war two, military computer games, animalistic macho, cool thinking engineer, Bush doctrine, military propaganda, Call of Duty 2, Xbox 360,
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