Thanks to Jerry Michalski of Sociate for telling us about a massively multiplayer online game hosted by Institute for the Future called Superstruct. The folks who do IFTF's 10-year forecasts put together a game in which anyone and everyone can figure out what life might be like in 2019, and help invent the future of society as it relates to 5 different scenarios. One is directly about health -- the QUARANTINE category states that outbreaks have become a common element of our existence. It focuses on a respiratory infectious disease called ReDS and challenges players to consider all the implications and figure out how to respond.
The other game scenarios have important implications for health as well, as they immerse you in envisioning a world in which we're:
- RAVENOUS - the food chain is broken and we have to reinvent ways to feed ourselves
- in a POWER STRUGGLE - the world is caught up in "Alternative Fuel" wars over what will take the place of oil
- facing GENERATION EXILE - our neighbors have become climate and economic disaster refugees in search of new places to live, or
- an OUTLAW PLANET -- In 2019, the mobile internet and sensor networks we rely on to hold our societies together are being hacked, griefed, and gamed.
The site today reports that there are 4,905 players with a collective score of 4,911. What this means is that the current survival horizon, based on all of these superthreats and how we deal with them, is through 2047. The game started on Oct. 6 and runs for 6 weeks -- check it out and sign up to play.
Another item worth reading is eFuturist Douglas Goldstein's take on the future of video games and health, posted today on The Health Care Blog. He has this to say:
"It may be surprising to some that the health care industry has been among the first to recognize the ‘game-changing’ potential of games in business and other environments. Leaders in the health care sector are now embracing video games as an integral part of a digitally enabled health culture."
He also points to an October 2008 market report from iConecto that identifies health games as a growing field. Right now, they estimate that the health games market stands "at approximately $7 billion during the next 12 months including the markets for brain fitness ($267M), exergaming ($6.4B+) and other Health eGames on the consumer and professional side ($250M+). An expanded executive summary of the report can be obtained here.