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!
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.
When our team considered how we could tell our story about the development of Re-Mission 2, it was obvious. We wanted you to hear directly from the people who helped shape the product – kids with cancer, survivors, the clinicians who treat kids, and HopeLab staff.
More than 120 kids from hospitals across the U.S. helped us create Re-Mission 2. Richard and I got a chance to visit Children’s Hospital Los Angeles, to meet two of them: Caitlin and Jose, the two teens featured in the video. We weren’t sure what they were going to say, but their perspectives on Re–Mission 2 were hopeful and exciting. I think Jose put it perfectly when he said, “You’re playing a game, and you’re being chemo, and you’re killing your bad cells. And I feel like that’s something a kid can related to at any age.”
That’s exactly the kind of impact we wanted to have in creating Re-Mission 2: kids having fun playing online games based on scientific research that lets them experience what it’s like to fight cancer and win.
We hope that this video gives you a sense of what went into the development of Re-Mission 2, and the heart behind the science that helped us create these games. We couldn’t have done it without Caitlin, Jose, and all the kids who gave us their time, attention and ideas, Dr. Ernest Katz and other medical professionals like him, our hospital partners across the country, and all of the HopeLab staff. Special thanks to Ian Slattery, who elegantly captured our story. Thank you all!
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.
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.