The Re-Mission video game for teens and young adults with cancer was released by the nonprofit HopeLab on April 3, 2006. The game is a Microsoft Windows based third-person shooter based in the serious games genre. The game was conceived by Pam Omidyar and designed based on HopeLab research, direct input from young cancer patients and oncology doctors and nurses, and game developer Realtime Associates, among others. The game was designed to engage young cancer patients through entertaining game play while impacting specific psychological and behavioral outcomes associated with successful cancer treatement.
Research
HopeLab conducted an international, multicenter randomized controlled trial to gauge the efficacy of Re-Mission as it relates to
compliance with prescribed
chemotherapy and
antibiotic treatments, cancer-related knowledge, and
self-efficacy. The study enrolled 375 cancer patients aged 13-29 at 34 medical centers in the
United States,
Canada, and
Australia. Subjects received either computers pre-loaded with a popular commercial video game (the
control group) or computers preloaded with the same control game plus Re-Mission. Study results indicated that playing Re-Mission led to more consistent treatment adherence, faster rate of increase in cancer knowledge, and faster rate of increase in self-efficacy in young cancer patients. These findings were published in August 2008 in the
peer-reviewed medical journal
Pediatrics. Notably, to ascertain treatment compliance, researches used objective
blood tests to measure levels of prescribed chemotherapy in the bodies of study participants rather than subjective
self-report questionnaires, and electronic pill-cap monitors were used to determine utilization of prescribed antibiotics. Researches concluded that a carefully designed video game can have a positive impact on health behavior in young people with chronic illness and that video-game–based interventions may constitute a component of a broader integrative approach to healthcare that synergistically combines rationally targeted biological and behavioral interventions to aid patients in the prevention, detection, treatment, and recovery from disease.
HopeLab is conducting additional research to understand the mechanisms of action that make Re-Mission effective.
Results of an fMRI study of Re-Mission showing the impact of the game on neurological processes were presented in August 2008 at the 10th International Congress of the Society of Behavioral Medicine.
This research is intended to inform HopeLab's development of the next version of Re-Mission currently underway.
Distribution
HopeLab makes Re-Mission available at no charge to young people with cancer and their families, as well as oncology healthcare workers and institutions around the world. Copies are also distributed at no charge to others, though donations are accepted. The game can be
donwloaded or ordered at
re-mission.net in
English,
Spanish, or
French. The Re-Mission website also includes an
online community where teens and young adults can share information and support each other.
As of August 2008, more than 126,000 copies of Re-Mission had been distributed in 81 countries, placing it among the most successful serious games to date. HopeLab engages organizations and individuals worldwide to fasciliate distribution of the game to teens and young adults with cancer. On May 30, 2007,
CIGNA HealthCare announced a partnership with HopeLab in which CIGNA distributes copies of Re-Mission to its members at no cost.

HopeLab has also partnered with Starlight Children's Foundation and the
ESA Foundation to distribute Re-Mission.
Trivia
- Re-Mission is also believed to be the only game in which stool softener can be used as a weapon.
References
External links
Articles