Development action with informed and engaged societies
After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future.
 
Co-founder Victoria Martin is pleased to see this work continue under Wits' leadership. Victoria knows that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction.
 
We honour the team and partners who sustained The CI for decades. Meanwhile, La Iniciativa de Comunicación (CILA) continues independently at cila.comminitcila.com and is linked with The CI Global site.
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Games for Health

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Games for Health is a project produced by the United-States-based Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting-edge games and game technologies to a range of public and private policy, leadership, and management issues. Largely focused in the United States but also integrating voices and strategies from around the world, Games for Health is an online community and best practices platform for the numerous games being built for health care applications. The goal is to bring together researchers, medical professionals, and game developers - in virtual as well as face-to-face encounters - to share information about the impact games and game technologies can have on health care and policy. Games for Health also seeks to help organise and accelerate the adoption of computer games for health-related and other development challenges facing the world today.
Communication Strategies
Information and communication technologies (ICTs) are central to the Games for Health push to help foster and support a community of researchers, developers, and users of applications that use entertainment-education strategies - games, game technologies, and game development talent - to create new ways of improving the management, quality, and provision of healthcare worldwide.

Through its interactive website, Games for Health is working to catalog use of games in health care, as well as to facilitate current development, collect best practices, share research results, and explore ideas that might improve health care administration and policy. For example, an email discussion listserv seeks to bring together individuals and organisations building computer/console/mobile games for applied purposes in the field of healthcare, with a particular focus on patient care, education, training, policy, and management exploration initiatives.

Face-to-face information- and experience-sharing opportunities are also integrated into Games for Health, largely through its annual conference (held September 28-29 in 2006, in Baltimore MD, USA). Government programme managers, policy advocates, educators, and researchers come together to explore topics such as health messaging with games, health advergaming and marketing, general health education and information, and health imaging and hardware. To cite only one of the many sessions planned for the 2006 conference, Games for Health Steering Committee member Debra Lieberman will present results of a study of healthy young adults who were randomly assigned either to (1) play the cancer education video game Re-Mission for one hour, or (2) play an entertainment video game with no health content for one hour. Those who played Re-Mission developed a stronger sense of the seriousness of a diagnosis of cancer as well as stronger beliefs that that there are effective ways to help prevent cancer, and, as a result, developed stronger intentions to engage in cancer prevention and self-care behaviours. (To read about additional strategies/projects scheduled to be presented in the sessions, click here; to submit content and/or to register, click here.)
Development Issues

Health, Technology.

Key Points
Games for Health is an effort to explore 4 interrelated questions:
  1. Can games improve the provision, and quality, of healthcare?
  2. What existing and emerging game technologies (such as multi-user, virtual environments) might be particularly useful when applied to healthcare issues?
  3. How can we expand the application of computer-based game technologies to face key challenges in the healthcare sector?
  4. How do we identify and proactively deal with any social, ethical, and/or legal issues that might arise through the application of game-based tools to healthcare issues?