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Helping Kids Swallow Pills

Pediatric Oncology & Medication Adherence

Advising Clinician Dr. Michal Singer Sheba Hospital Pediatric Oncology

The Challenge

For many children, swallowing pills is genuinely hard. For children with cancer, it's often unavoidable.

In pediatric oncology and other chronic conditions:

  • Medications must be taken regularly and on time
  • Missing doses can reduce effectiveness or compromise treatment
  • Fear, anxiety, gag reflex, or past bad experiences can derail adherence
  • Caregivers are under constant stress trying to ensure compliance

This is not a willpower problem. It's a fear, skill, confidence, and habit problem, repeated many times a day.

Clinicians and families need better tools to:

  • Help kids learn how to swallow pills
  • Reduce anxiety around the act
  • Confirm that the medication was actually taken
  • Reward success in a healthy, motivating way

The Big Idea

Games are exceptionally good at:

  • Teaching physical skills gradually
  • Reducing fear through repetition and control
  • Turning stressful tasks into achievable challenges
  • Reinforcing habits through reward and progress
  • Making invisible success visible

This challenge asks: Can a thoughtfully designed game help children feel confident swallowing pills, and help caregivers trust that it happened?

Core Design Questions

Teams are encouraged to explore one or more of these questions:

1. Skill & Confidence Building

How might a game:

  • Teach pill-swallowing as a learnable skill?
  • Break the act into manageable steps?
  • Help children practice calmly and safely?
  • Replace fear with familiarity and control?

Examples might include:

  • Gradual progression (small → medium → pill-like)
  • Breathing, posture, timing mechanics
  • Visual metaphors that normalize the process
  • Practice modes separate from real medication

2. Motivation & Willingness

How can gameplay:

  • Reduce resistance at pill time?
  • Shift control from "being forced" to "choosing to engage"?
  • Create anticipation instead of dread?

Examples:

  • Unlocking game time or in-game items
  • Progression systems tied to consistency
  • Calm narratives that frame pill-taking as empowerment
  • Personalization to a child's interests

3. Verification & Trust (Optional, Exploratory)

In some settings, it's important to know that the pill was actually taken.

Teams may explore conceptually (no clinical claims required):

  • Computer vision confirmation
  • Gesture-based or action-based verification
  • Sensor or interaction metaphors
  • Caregiver-assisted confirmation loops

Accuracy is less important than designing trust-aware workflows that respect privacy, dignity, and feasibility. Mocked or simulated approaches are completely acceptable.

Reward Systems

Instead of external treats or pressure, consider:

  • Gameplay access
  • Cosmetic rewards
  • Collection or progression
  • Narrative advancement
  • Customization or creative expression

Rewards should:

  • Be proportional
  • Be predictable
  • Avoid overstimulation
  • Support long-term habit formation

Design Considerations for Pediatric Oncology

Important constraints:

  • Children may be fatigued, anxious, or nauseous
  • Experiences should be calm and respectful
  • No shaming, punishment, or negative framing
  • Clear structure and cause-and-effect
  • Adjustable sensory intensity (sound, motion, color)

This is about support, not coercion.

Jam Scope & Expectations

  • Simple concepts are encouraged
  • Mock data and simulated verification are fine
  • Focus on one age range or scenario
  • Emphasize emotional experience over technical novelty
  • Clinical insight > technical polish

What This Is Not

  • Not a medical device
  • Not replacing caregivers or clinicians
  • Not enforcing compliance through pressure
  • Not a surveillance system

The goal is to reduce friction, fear, and stress, for kids and families alike.

Extra Points For...

  • Designs that reduce anxiety around pill-taking
  • Thoughtful, child-respecting verification concepts
  • Reward systems that promote consistency, not pressure
  • Clear caregiver/clinician control and visibility

Why This Matters

For many families, pill time is one of the hardest moments of the day.

This challenge asks:

What if swallowing medicine felt achievable, even empowering, instead of frightening?

It's an opportunity to apply game design to a deeply human, high-stakes problem where small improvements can have outsized impact on outcomes, trust, and quality of life.

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