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Groundhog Day: Seeking Process in Gaming for He...

Groundhog Day: Seeking Process in Gaming for Health

Keynote for IEEE SeGAH 2025, the 13th International Conference on Serious Games and Applications for Health, August 6, 2025 in Manchester, UK.

These days, reading through the abstracts of any given conference proceedings or journal on serious games or gamification fills me with a profound sense of déjà vu: all (or most of it) is good and solid work, and yet – pilot after pilot, trial after trial, framework and review after framework and review, what have we really learned? In this keynote, I will draw on my experience as designer, researcher, and editor to speculate on some of the barriers to cumulative scientific progress in gaming for health, and chart some possible solutions.

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Sebastian Deterding

August 06, 2025
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  1. Groundhog Day Seeking Progress in Gaming for Health Prof Sebastian

    Deterding Dyson School of Design Engineering Imperial College London @codingconduct.cc @[email protected]
  2. It’s 55 years later! Where are my flying cars?!? •Training

    games in every medical and nursing school? •Prescription games for every behavioural intervention? •Public health campaign games on every social media channel? •Health game industries with strong GVA, employees, valuations, revenues, profits, serviced markets, …
  3. 2024: Taken private at 4% of valuation, after letting go

    46% of staff and sustained massive losses
  4. Prescription Digital Therapeutics and Digital Health keep growing, but “games”

    are not on the map* * Of 13 FDA-cleared PDTx, only EndeavoRx self- labels as game
  5. NICE: Play COTS games to distract from restless leg or

    smoking cravings, counter mild dementia, improve mood
  6. The New Black* Serious games! 1970 2010 Gamification! * Rekindles

    public debate and R&D funding 2001 2017 2021 Serious games! 1990 Edutainment! XR! Metaverse! 2023 AI+!
  7. Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it

    could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Wardley: New tech follows a curve of commoditisation
  8. Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it

    could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Health games are stuck at custom-built
  9. Health games are stuck in the translation pipeline Most work

    today Where we should extend to 10.1016/j.mayocp.2023.02.005
  10. #1 Health games lack service design and implementation Nice idea

    that works in the lab … but how do you get it to work in real world constraints?
  11. Lab studies leave a vast range of customer journey questions

    unanswered that make or break success • How do people learn about it & decide to use? • How do they find it? • What touch points do they go through? • How do they resolve errors, queries, …? • How do they share the word? • …
  12. There’s an equal amount of unanswered staff-side questions that make

    or break success • Who delivers and installs? • Who instructs how? • Who maintains how? • Who supports in case of issues? • Who upgrades how? • …
  13. Service design can help us address these questions for b2b

    and b2c game services https://grantbook.com/service-blueprints-grantmaking
  14. ! We have an open PhD studentship on service design

    for undergrad science education game, apply by Aug 17: " https://bit.ly/games-phd-25 #
  15. #2 Adherence and retention are big real-world efficacy issues –

    especially for digital interventions • 35% longer-term (>8wks) attrition • 8-41% non-users (don’t even download app) • Only 34-64% fully adhere to programme • 75% of health app users stop using after 10 uses • Only 2% of an asthma tracking app still used at 6m follow-up
  16. Longitudinal (6m) RCT, n=69, with major app Fitocracy No significant

    differences in physical activity, body fat %, intrinsic motivation between gamification and control group Main issue: Non-use/quick disengagement Gummelt, 2017 … and yet they can fail to deliver just that
  17. The evidence that games drive adoption, adherence, retention is just

    not there (yet?) • Few high-quality adoption, adherence, retention studies • Few intention-to-treat studies, existing find games work less well (14% in Primack et al. 2012) • Few active/treatment as usual comparators (34% in Primack et al. 2012) • Few studies reporting and measuring over typical/target treatment duration
  18. Let’s study adoption, retention, adherence*; cost-effectiveness; service design and implementation

    * ITT RCTs with treatment-as-usual controls and treatment-typical duration
  19. Health games hit the Valley of Death – and face

    some additional funding barriers
  20. #5 Digital therapeutics regulation is only emerging – and can

    be geared toward/captured by incumbents
  21. #7 Games need to cross the chasm among clinicians –

    who would recommend/prescribe them
  22. #8 Health games lack a commoditisation flywheel: a multi-sided market

    platform that attracts/generates $ Cables, power plants Appliances Electricity usage
  23. #9 Health games face consumerisation pressure – possibly much more

    strongly than other health tech Syndicate (1993) <£2.5m (inflation-adjusted) Cyberpunk 2077 (2020) ≅$436m
  24. incumbents regulation buyers users Consequence: Growth happens in gamified wellness

    apps with … • Low regulation • Buyer = consumer (b2c) • Low prior incumbent capture • Game-literate buyers • Established business and monetisation models • Lower consumerisation pressures production Health games hit the funding valley of death – also due to an under-developed/unclear market fit
  25. Health game team science with health economics, business, law, etc.

    •Developing new business models •Identifying regulatory hurdles, developing regulation guidance •Identifying clinician adoption hurdles and marketing strategies •Identifying new public, 3rd sector financing strategies to address market failures
  26. #10 Health game researchers are all “from elsewhere” – creating

    fuzzy, parallel, limited contribution genres
  27. “We made a thing” is a common denominator for disciplinary

    contributions – but unclear for health games Computer Science New algorithm/system Design New design methods Health science New treatment mechanism HCI New user insights/interface Default case study “We made and tested a new serious game” Contribution to health games ???
  28. Convergence research around health impacts could create a clearer agenda

    https://www.nsf.gov/funding/learn/research-types/learn-about-convergence-research
  29. Convergence research around health impacts could create a clearer agenda

    – if embraced by funders https://www.nsf.gov/funding/learn/research-types/learn-about-convergence-research
  30. Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it

    could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Health games are stuck in custom built
  31. We need to convince funders of a new agenda Convergence

    science of real-life health impacts with games