[games_access] Games for Health Conference Call for Content

Ben Sawyer bsawyer at dmill.com
Mon Nov 19 11:00:17 EST 2007

Hello everyone,

The official announcement of our Games for Health 2008 conference is
very soon but the call for content information is now done and I'm
providing it here ahead of posting it more widely.:

Baltimore, MD May 8-9, 2008

Call for Content

The 2008 Games for Health conference is set to be held on May 8-9 at
the Baltimore Convention Center in Baltimore, MD.

Our call for content is now open. Please send all submissions to
content at gamesforhealth.org by Jan 8, 2008. All speakers receive free
entry to the conference and all related events + free expo space for
displaying their related projects, products, or services. All other
attendees can now register for the conference at http://


The Games for Health Conference 2008 will feature over 40 sessions of
content. Content planned includes panels, poster sessions, general
lectures, case studies of projects and games, technology
presentations, and how-to sessions. We seek a large variety of
content across a range of topics and game types and health areas

Exergaming & Rehabitainment

Health Behavior Change

Disease Management & Education

Public Health Messaging & Patient Communication

Cognitive Health

Training & Management Sims & Occupational Recruitment

Accessibility for Games & Disability focused Games


Pain Distraction & Stress Relief


Entertainment Games About Health or Substantial Health Related Play

Health Effects of Games

First Responders & Mass Casualty Training

Medical Informatics & Health Data Collection

Virtual Patients

Interface & Visualization Applications

Personal Health & Electronic Medical Record Systems

For more information please see topic summaries below


Please send your submission as a plain text email, Microsoft Word
document, or Adobe PDF file. Email them to content at gamesforhealth.org.

If you are suggesting a specific session style please label it as
follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc.

Include 2-3 Paragraph Bios for speaker(s) associated with session

Please list the minimum time required by your session. Minimal time
for presentations is 20 minutes. Maximum time is 90 minutes (Panels
or How-To sessions only!)

For all submissions referencing software please provide an
explanation of the software's status (i.e. alpha, beta, completed,
published, prototype, etc.) and 1-3 screenshots with your
submission. Links to video demonstrations or downloadable demos may
be sent in addition to your screenshots.

All sessions must relate to the use of computer games / videogames or
their related technologies or other industry resources. If your
submission doesn't make this link obvious please provide an
explanation under the heading "Game Connection" in your submission.

If your submission requires Internet access, runs on a mobile
platform, or requires other special equipment please let us know of
these requirements so we may plan accordingly for such needs during
your presentation.

Please also ensure we have FULL CONTACT INFORMATION including mailing
address, organization affiliation, title, office and mobile phones,
and at least one alternative email address.


Games for Health offers the following special opportunities for
content submissions:

Virtual Worlds & Health

Games for Health will feature a full day of content focused on the
use of virtual world systems and health. Virtual worlds combine
social systems with game-based interfaces and graphics to create
entirely new synthetic spaces to train, practice, and visualize.
Such systems hold great promise to health and healthcare through
layering on of game-play or enabling pure simulation or new forms of
social interaction.

Our Virtual Worlds & Health Day is accepting talks, case studies,
poster sessions, and panels that cover the use of virtual world
technologies and applications that support new ideas in health and

Peer Review Status Opportunities

Games for Health will be implementing a professional peer review
process for the 2008 conference. This is limited to research
oriented content wishing to submit for peer review. Please label
your content submission "FOR PEER REVIEW".

Up to eight submissions will be selected by a peer review committee
and designated with peer review status if accepted. Accepted papers
will be designated for lecture or poster presentation. Papers which
do not achieve peer review acceptance may be considered for other
portions of the conference but will not be given peer reviewed status.


Exergaming & Rehabitainment : Use of game software and/or associated
hardware to motivate, track, and induce various forms of physical
activity (aerobic, physical therapy, anti-atrophy, etc.) that
provides specific health outcomes.

Health Behavior Change : Use of game software and related resources
to effect and support individuals in changing behaviors that put them
at-risk for poor health

Disease Management & Education : Use of game software and related
resources to educate people about diseases and especially to assist
those with diseases and chronic illnesses to live well with those

Public Health Messaging & Patient Communication : Use of game
software and related resources to communicate to the public about
health concerns, policies, or health issues.

Cognitive Health : Exploring the theories and practices behind using
games to improve various aspects of cognitive health via game-based
conditioning/stimulation including but not limited to various forms
of memory, equilibrium, and eye-hand coordination.

Training & Managment Sims & Occupational Recruitment : Training
skills, management practices using games. Using games to visualize
health-related jobs, practices, and systems in an attempt to recruit
talent to health-based occupations.

Accessibility for Games & Disability focused Games : Making all games
accessible or providing games specific to disabilities in order to
people with lifelong or temporary disabilities enhanced quality of
life, specific therapy, new social capabilities, or disability
related training.

Epidemiology : The use of games in all aspects of epidemiology
including training, visualization, behavior research, modeling, and

Pain Distraction & Stress Relief : Games or game-like environments
provided to offer distraction from chronic, or temporary pain,
medical procedures or as means to provide relief from stress.

CyberPsychology : Games or game-based environments that provide
support for psychological assessment, treatment, or education.

Entertainment Games About Health or Substantial Health Related Play :
Games that offer interesting media studios, design patterns, or other
insight into how health is or could be portrayed in games.

Health Effects of Games : Studies that show general health related
outcomes from playing games in general (e.g. repetitive stress
injuries, online game addiction, motion sickness, etc.)

First Aide, First Responders & Mass Casualty Training : Games that
specialize in training citizens and professional first responders in
all forms of pre-hospital care and aide including for incidents
involving mass casualties.

Medical Informatics & Health Data Collection : The use of games, game
technologies, and design patterns to aide in the collection,
visualization, and analysis of health and medical information.

Virtual Patients : Use of game-based technologies and design
techniques to create believable physiological and psychological
synthetic humans for use in training and other relevant situations.

Interface & Visualization Applications : Applying game design
techniques and game technologies to problems in health and healthcare
involving application interface design and general issues of

Personal Health & Electronic Medical Record Systems : Using interface
ideas and avatar technologies from games along with other design and
engineering resources to foster innovation in personal health and
electronic medical record systems.


Games for Health is a project produced by The Serious Games
Initiative, a Woodrow Wilson International Center for Scholars effort
that applies cutting-edge games and game technologies to a range of
public and private policy, leadership, and management issues. The
project also produces The Games for Health Conference now in its 4th

The Initiative founded Games for Health to develop a community and
best practices platform for the numerous games being built for health
care applications. To date the project has brought together
researchers, medical professionals, and game developers to share
information about the impact games and game technologies can have on
health, health care, and policy. For more information, visit

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