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Yelena Kozlova

Cancer Survivors Talk Re-Mission 2 at OMG 2013 Summit

May 10, 2013

OMG, what a ride! We took Re-Mission 2 on the road to Las Vegas and got our game on, Stupid Cancer style. HopeLab was a sponsor of the OMG 2013 Stupid Cancer Summit, and it was great fun sharing the games with the more than 550 young adult cancer survivors who participated.

Watch this clip to see what OMG 2013 attendees had to say about Re-Mission 2:

As you can see, people at the event were courageous and open, ready to connect and share their thoughts on Re-Mission 2 and their experiences fighting cancer.  For me, listening to their stories was a powerful reminder of the preciousness of life and human resilience. And it was rewarding to hear folks say over and over again: “I wish I had these games when I was going through my treatment!”

Some people we met were new to the Re-Mission games concept, but many members of the Stupid Cancer community were no strangers to the original Re-Mission game released by HopeLab in 2006. My colleagues also got to re-connect with some of the young adults who helped create theRe-Mission 2 games while they undergoing cancer treatment.  There was a lot of conversation and gameplay as people had fun catching up!

The OMG 2013 Stupid Cancer Summit was one of the most meaningful conferences that I’ve ever experienced. Special thanks to the founder of Stupid Cancer, Matthew Zachary, and his team for creating such a personal, real, joyful and life-inspiring experience for all of us fortunate enough to be involved.

The event both inspired us in our work to get Re-Mission 2 to young people fighting cancer and served as a powerful reminder for all of us to appreciate life and to get busy living!


Richard

Game Time at Lucile Packard Children’s Hospital

April 23, 2013

Last week the HopeLab team packed up our laptops and headed over to Lucile Packard Children’s Hospital (LPCH) down the road in Palo Alto to share Re-Mission 2 games with patients and hospital staff.  On hand were some of the young people with cancer who helped us design the games by offering input on characters and gameplay to help us amp up the fun factor.

Were the kids as excited about the finished games as we are? Seems so!

The mom of one young man who was particularly involved in Re-Mission 2 game development said, “He’s just wrapped up his treatment, and this was literally the first week in two and half years we didn’t have to be at the hospital for an appointment. And then he heard about this event, and he insisted on coming!”

The event gave us a chance to say thank you to the kids and hospital staff who helped make Re-Mission 2 possible. We could not have done it with out them. In fact, HopeLab and LPCH go way back – the oncology staff at the hospital were early supporters of the original Re-Mission game, and LPCH was one of the sites for the Re-Mission Outcomes Study. We were thrilled to have them back on board, along with a number of other hospitals across the country, to help make Re-Mission 2 a reality.

Once again, thanks to everyone at Lucile Packard Children’s Hospital for all your enthusiasm and support. Play on!


Richard

Cancer-Fighting Gameplay: The Re-Mission 2 Trailer

April 17, 2013

Slice and dice! Seek and destroy! That’s what adolescent and young adult cancer patients told us they wanted to do to their disease. This new Re-Mission 2 trailer shows off some of that action in the games, but to get the full cancer-fighting experience you’ll have to spend some quality time blasting (and chomping, zapping and blowing up) cancer at www.re-mission2.org (games go live April 29).

Click play for a preview. More inside details after the clip!

How did we decide on the gameplay styles? HopeLab worked with over 120 young adults and kids with cancer to develop Re-Mission 2, and when they spoke, we listened.  The action in each game was informed by insights from these game co-developers, who we met at hospitals all over the U.S. In fact, the HopeLab R&D team flew thousands of miles to find out exactly how cancer might be chopped and destroyed in a game for maximum fun.

And here’s a little insider info: Nicole Weedon, who created this trailer, was also the mastermind behind the background art that you’ll see on www.re-mission2.org. Our adolescent and young adult co-developers let us know that they wanted to fight cancer inside the body, and Nicole worked hard to make that feel real on the website.


elapointe

Your brain on Re-Mission

March 14, 2012

When I joined HopeLab in 2005 the notion that gaming might actually be good for you was a radical idea.  Indeed, many viewed games with downright suspicion.  Today, games are everywhere, and a growing body of data and popular commentary are making the case that games have real power to improve lives in many ways.  Our own study of the positive effects of Re-Mission on health behaviors among young people with cancer provided scientific evidence for the potential for games to positively impact behavior and improve health.

But until recently, we haven’t understood exactly how game-based tools can achieve this.  What are the “active ingredients” in games that can be intentionally designed to elicit specific behaviors?  Over the past several years, HopeLab has been doing some deeper research to tackle this question.

Read More »


Tom

How games can change the world

July 11, 2011

HopeLab’s Richard Tate speaks with Saatchi & Saatchi S, a sustainability and innovation consulting company based in San Francisco, for their Saatchi S Blog. He explores the success of the Re-Mission game and the social change potential of harnessing the power and appeal game technology, especially to improve kids’ health.

 


Liz Song

TEDYou: My Journey

March 23, 2011

Earlier this month, a few of us at HopeLab attended the TED2011 conference (at both Long Beach and TEDActive in Palm Springs) to partake in the annual inspiration feast. This year’s theme was The Rediscovery of Wonder, and the talks ranged from David Brooks’ social, economic, and political commentary (who made me LOL for almost the entirety of his 18-minute talk), to Sarah Kay, a 22-year-old spoken word poet who imparted life wisdom from beyond her years, to surgeon Anthony Atala, who printed a 3D kidney on stage!

As a first time TEDster, it was a remarkable experience to actually be at the conference and be amidst the empowered energy that radiates from everyone.

I was particularly struck by the community TEDActive draws. It’s a smaller group, coming in at just under 600 people. (Apparently quite intimate, compared to Long Beach’s 1500+ attendees.) The engaging TEDActive projects, inspiring dialogue that flows as a constant state of being, genuine openness to get to know people, satiating food trucks, frisbee playing, art making, fun loving group is irresistible! They even have their version of TEDUniversity, called TEDYou. It’s an opportunity for any of the TEDActive attendees to submit and idea for a talk.

Astonishingly, I was selected among my peers to share my personal photography. I use the word astonishingly because I was truly…astonished! It was completely unexpected and I didn’t think the TEDYou gods would select lil ole me from Redwood City. But they saw something that I couldn’t quite see at the time. They saw that I had something valuable to share and opened up an opportunity for that.

And so, I was allotted four precious minutes on stage. In preparation for those four minutes, I curated three years worth of photographs, timed it with a beautiful song called Mile Marker by Amy Seeley, and paired it with an articulation my life journey. And to my delight, emerged this piece:

The best part of it all isn’t that I can now claim my “I spoke at TED event” button (they have those right??). The best part was feeling overwhelmed with love and support from people who I respect and adore. What a gift! Sharing my story at TEDActive was simply the best fruit dessert you can imagine – juicy and delicious. The entrée was the journey before it.

Thank you for taking the time to read this post and watch the piece.

I’d love to hear your reflections and reactions.

xo

Liz


Richard

My Top 3 of 2010 – What Are Yours?

January 6, 2011

2011 is well underway, but 3 social media campaigns from 2010 are still on my mind. Each is notable for its positive purpose, its worthy and instructive success (I’m thinking of ways we can borrow from each in our own work), and because social media made them possible. Here are my 3 best of 2010 – what are yours?

Sesame Street Spoofs
The classic kids’ program gets hip with riffs on Mad Men, True Blood, even the new Old Spice guy, demonstrating the Streets power to educate and entertain children (and their parents) via YouTube and smart phones just as well as it does on PBS and good ol’ TV.

KaBOOM! Members Project
The playground-building nonprofit puts out a call to action to save play and wins $200K from the American Express Members Project to support it’s work – and attracts a lot of new admirers along the way.

It Gets Better
In response to a rash of antigay bullying and related suicides, Pixar and White House staffers, sports heroes and pop stars, and hundreds of others came out in droves to post inspiring video testimonials for struggling LGBT youth who can’t picture what their lives might be like as openly gay adults. As far as social media campaigns go, it doesn’t get much better than this.


Richard

Thank you – yes, YOU

December 15, 2010

’Tis the season for shopping, parties, and merriment. ‘Tis also the season for reflection and gratitude. In the spirit of the holidays, we thought we’d hit pause and thank you for all your support.

Yes, we mean YOU! Our regular readers, followers, friends, kid experts, product testers, research participants, collaborators and partners. Our one-time site visitors, proud parents of staff, family and friends of friends who take an interest in what we do here at HopeLab. And most importantly, the young people around the world who use our products.

Thank you from all of us at HopeLab. We <3 you all!

Special thanks to our funding partners at the ESA Foundation, Vivendi, the Lance Armstrong Foundation, CIGNA, and the Robert Wood Johnson Foundation – we appreciate your ongoing support.


Worms, Wrenches, Raving Rabbids…Oh My!

August 18, 2010

In the gaming world, I would be considered a newbie, so I was excited to sit down with Austin Harley, one of HopeLab’s resident gamers, to learn more about the development of the the next installment of our cancer-fighting video game Re-Mission. As a research associate, Austin evaluates competition video games to gather insights and inspiration for Re-Mission 2. The following is a look at the top games that have captured Austin’s attention while he and the team think about best ways to boost the fun factor and health benefits of Re-Mission 2.


Rayman Raving Rabbids (Wild West Shoot-em-up level)  for Nintendo Wii
About the game: Psychotic bunnies armed with toilet plungers and feather dusters – need I say more? The Rabbids , humanoid, mentally unstable rabbits, run amok on your screen speaking gibberish while (sometimes) wearing French-maid outfits or ninja suits. In one first-person shooter level of the  game, your mission is to get rid of the Rabbids by launching your own plungers; it’s most fun when you hit them in the face!

What caught our eye: The game is actually comprised of about 70 different mini-games. (For my fellow newbies, a mini-game is an often-simple game that is played within a larger-scale video game; they can be anything from simple puzzles to shooters and beyond.)

“The simplicity of play and the collection of mini-games are our main points of interest in Rayman Raving Rabbids,” Austin explained. “Done well, mini-games can be a really great way to add variety to a game!”

Super Mario Galaxy  for Nintendo Wii
About the game: This 3D game is not for those inclined to motion sickness. Super Mario Galaxy allows the player to fully circumnavigate small planets. While defying gravity, Mario’s mission is to save Princess Peach from evil Lord Bowser.

What caught our eye: The concept of “contextual learning” in this game is why the Re-Mission 2 team is logging lots of hours on Super Mario Galaxy.

Says Austin: “What Mario does really well is teach you the game without you really knowing you’re being taught. It’s a different and more natural approach than having to read a set of instructions before each level. This allows for more streamlined game play and helps keep the player from sitting there confused, wondering what to do next.”

Bioshock for Xbox 360
About the game: Like Rayman Raving Rabbids, this too is a first-person shooter game. You play the role of a plane-crash survivor named Jack, and your first source of defense is a wrench. While you’re not battling bad guys, you are hacking safes, locks, and vending machines that provide you advantages throughout the game (i.e. longer life, armor, more ammunition). Hacking  is done through successfully completing a mini-game.

What caught our eye: Austin and the team are again focused on the use of mini-games.

“These mini-games,” Austin says, “give the player a break from the regular, often-intense first-person-shooter action. They are also used to unlock some sort of reward that helps you in the main mission of the game.”

Biology Battle for Xbox Live Arcade (located in the Indie Games Section)
About the game: A twin-stick top-down shooter game  (yes, I had to ask the definition) that takes place inside a bacteria-filled microscopic cell.  One of your joysticks controls your ship; the other allows you to shoot and kill the chaotic microbes.  As you accumulate points by killing off the germs, the cell becomes more and more hectic and the number of bacteria and viruses grow.

What caught our eye: Says Austin, “This game has a particularly good cellular, biological aspect to its look and feel.  It is a great inspiration for RM2.”

Biology Battle: Worms Mini-game for Xbox Live Arcade  (located in the Indie Games Section)
About the game: There is no shooting, no jumping, and no grabbing hearts from chests. The object of this game is to accumulate as many points as possible by flying your little ship as close as possible to the worms without touching them. The closer you get, the more points you earn. But be cautious – if you touch a worm, it is time to start over.

What caught our eye: “Although this game is simple, there is a large risk and reward factor that invites numerous different styles of play,” explains Austin. “Your goal in the game is to get as many points as possible. One person may like to hang out at a safe distance near a worm which accumulates points slowly but also lessens their risk of dying and gives them more time to earn points in the end. Me, on the other hand, I like to get as close as possible. I accumulate a ton of points quickly, but I also die a lot more, so I risk letting the person who played it safe end up with more time than me to earn points! Accommodating different styles of game play is key to making a fun game that can appeal of many people.”

My time with Austin was fabulous. I’d have to say my favorite game was Rayman Raving Rabbids. The characters had such great personalities and costumes, and the game play difficultly was pretty minimal (for a newbie like me, ease of play is critical!).

If you have suggestions for games we should check out as we think about Re-Mission 2, feel free to leave us a comment, and we’ll be sure to check them out!


What Does Zamzee Look Like?

June 29, 2010

Since announcing the name, we’ve been exploring ideas for a Zamzee logo and visual identity.

Zamzee. Does it take you on a journey? Is it the hero inside you?  Is it the crackling energy of physical activity? Or maybe it’s a quirky companion that gets you up and moving?

Working with the fun and creative brand strategy firm Sequence, we created logos and concept art to explore each of these directions. Then we gathered feedback from tweens, their parents, and you guys (our fans and followers –thanks for taking part in our surveys!).

Here’s a short video (1:36) of the top four logos and identify concepts we explored for Zamzee.

Want to know which one we picked?

Read More »