HopeLab

HopeLab is a non-profit organization based in Redwood City, CA that combines rigorous research with innovative solutions to improve the health and quality of life for young people with chronic illness. HopeLab's core focus is on cancer, obesity, sickle cell disease, autism, and major depressive disorder. HopeLab is particularly interested in technology-based approaches that target these diseases in this specific population due to their significant unmet needs. HopeLab was founded by board chair Pam Omidyar in 2001.

The HopeLab team includes individuals with expertise in a wide range of disciplines, including research, psychology, game development, nutrition, communications, health law and policy, and organizational development. HopeLab works closely with young people with chronic illness to incorporate their critical and ongoing input into product development. A notable aspect of HopeLab is their scientific study of the patient populations, disease targets, and interventions though formative research and outcome studies to ensure that their products and/or approaches are effective.

On March 23rd, 2007 at the Starlight Starbright Children's Foundation annual A Stellar Night event, Pam Omidyar received the inaugural Peter Samuelson Award for Innovation. This special award will not be given annually, but is designed to be awarded to special individuals who break new ground to help seriously ill children cope with their disease.

Mission Statement
HopeLab's official mission statement describes the organization and it's activities thus:
 * Combining rigorous research with innovative solutions to improve the health and quality of life of young people with chronic illness.

Cancer Initiative
HopeLab's first product, a Microsoft Windows based video game entitled Re-Mission, was released on April 3, 2006. This game, a 3-D shooter based in the serious games genre, was the culmination of years of study and research on young people with cancer and cancer-related illness and was developed in partnership with Realtime Associates, Inc. The game was designed to give young people with cancer a sense of control over their illness, and improve their health by informing them on their disease and the importance of maintaining strict adherence to treatments, while at the same time entertaining the patient. Re-Mission is available at no charge to young people with cancer as well as oncology centers around the world. It can be ordered at re-mission.net in English, Spanish, or French. Copies are also available to those without cancer at no charge, though donations are recommended. The Re-Mission website also includes an online community where teens and young adults can share information and support each other.

HopeLab conducted a randomized controlled trial to gauge the effectiveness of Re-Mission as it relates to treatment adherence, cancer-related knowledge, self-efficacy, and quality of life. Three hundred and seventy-five male and female cancer patients aged 13 - 29 were enrolled at 34 medical centers in the U.S., Canada, and Australia. Some received computers pre-loaded with a popular video game and others received the same control game plus Re-Mission. Study results, presented in March of 2006 at peer-reviewed scientific meetings, indicated that playing Re-Mission produced significant increases in quality of life, self-efficacy, and cancer-related knowledge. Additionally, young people who played Re-Mission maintained higher blood levels of chemotherapy and showed higher rates of antibiotic utilization than those in the control group. Both results suggest that Re-Mission helped patients adhere to cancer therapy regimens.

As of 2007 more than 100,000 copies of Re-Mission have been distributed in over 78 countries, placing it among the most successful serious games to date. HopeLab continues to engage organizations and individuals world-wide in order to fasciliate distribution of the game to teens and young adults with cancer. On May 30th, 2007, CIGNA Corporation announced a partnership with HopeLab in which CIGNA would distribute copies of Re-Mission to it's members.

Obesity Initiative
Research at HopeLab into the issue of obesity in teen and young adults began in mid-2006. Early data indicated that physical activity rather than diet is more effective in managing negative health outcomes associated with obesity. Further research also indicated that physical activity levels begin to decrease in middle school (age 11-14). This research was compiled into a white paper entited Physical Activity Research summary and published on July 27th, 2007.

As a result of this research HopeLab, in partnership with the Robert Wood Johnson Foundation's Pioneer Portfolio program launched an online idea competition called Ruckus Nation on September 18th, 2007. The goal of Ruckus Nation is to generate ideas for products that will encourage children ages 11-14 be more physically active. The competition is international in scope, open to people of all ages, and will award over $300,000.00 USD to winners across four competition categories. Winners will be announced in March 2008.

HopeLab intends to prototype select ideas from the competition, and scientifically test them to measure their effectiveness in increasing physical activity among children 11-14. Products that prove effective will be developed and widely distributed.

Future Efforts
In accordance with their mission, HopeLab has identified three diseases in addition to cancer and obesity in which there is significant unmet need and where a potential exists for HopeLab to have great impact:


 * Autism
 * Major depressive disorder
 * Sickle cell disease

Articles

 * "Reactrix and HopeLab partner for Ruckus Nation" Press Release (September 27, 2007)
 * "Ruckus Nation on the Tavis Smiley Show" with Ellen LaPointe (September 17th, 2007)
 * "Games for Good: Re-Mission" on Channel One (January 30, 2007)
 * "Games for Health Keynote Speaker Steve W. Cole on ReMission" by Erin Hoffman, Serious Games Source (November, 2006)
 * "Video Games Aim to Hook Children on Better Health" by Christopher Lee, The Washington Post (October 21, 2006)
 * "F as in Fat: How Obesity Policies are Failing in America" by Trust for America's Health (August, 2006)
 * "Kids with cancer battle back through a video game" by Jennifer V. Hughes, NewJersey.com (June 6, 2006)
 * "Games get serious" by Ryan Kim, San Francisco Chronicle (May 22, 2006)
 * "Video game helps teens fight cancer" by John Fowler, KTVU News (April 24, 2006)
 * "Teen gamers blast cancer" on Canadian Broadcasting Corporation (CBC) News (April 10, 2006)
 * "Video game helps young people blast cancer" by Lisa Baertlein, Reuters (April 2, 2006)
 * "2005-2006 President's Cancer Panel report"