J. Anacleto et al. (Eds.): ICEC 2011, LNCS 6972, pp. 198–209, 2011.
© IFIP International Federation for Information Processing 2011
Designing and Evaluating Casual Health Games
for Children and Teenagers with Cancer
Kathrin Gerling, Alberto Fuchslocher, Ralf Schmidt,
Nicole Krämer, and Maic Masuch
University of Duisburg-Essen, Forsthausweg 2,
47057 Duisburg, Germany
{kathrin.gerling,alberto.fuchslocher,ralf.schmidt,
nicole.kraemer,maic.masuch}@uni-due.de
Abstract. Because they offer an easy entry into play, casual games have
become an increasingly popular leisure activity among children and teenagers,
engaging particularly broad target audiences. In this paper, we present a casual
game that addresses childhood cancer: Besides mere entertainment, a health
game that focuses on cancer may serve as a clinical tool in order to teach
children about the particularities of the disease and initiate discussion among
cancer patients, their parents and medical staff. In this context, the results of an
empirical study revealed a generally high acceptance of the health game among
young patients, while parents and medical staff highlighted the educational
potential of health games addressing cancer. Additionally, we discuss the
challenges of evaluating digital games in a hospital setting which were revealed
during the evaluation phase.
Keywords: Casual Games, Game Design, Games for Health, Serious Games,
Childhood Cancer, Persuasive Games.
1 Introduction
Besides the persuasive potential of serious games which may be applied to encourage
healthy behavior [1, 6], their benefits can be found beyond persuasion: Serious games
generally offer the opportunity of raising awareness for difficult topics, for instance
environmental or social issues and health-related topics such as disease treatment or
prevention [30]. In the context of designing games for health, childhood cancer can be
regarded as a particularly sensitive issue as it still presents a common cause of death
among children and teenagers in industrialized countries [1, 35]. While the diagnosis
severely influences regular family life, treatment is often painful and requires frequent
periods of hospitalization and regular doctor’s visits [10]. In addition, patients are
faced with psycho-emotional problems, such as anxiety or depression [1, 23, 28].
Based on the patient’s difficult situation, a need for health games dealing with their
own medical condition has already been expressed [28]. In this context, games for
health offer the potential of engaging patients and healthy children in play while
simultaneously conveying information about cancer, but may not be fully accessible
to players without prior gaming experience and persons suffering from treatment side-
effects.