The best mobile games that improve your health and fight disease

  • Health video games use gamification to educate, rehabilitate, and change behaviors based on scientific evidence.
  • Plague Inc and its expansion The Cure exemplify how a mobile game can explain the real workings of pandemics.
  • There are specific therapeutic games for childhood cancer, ADHD, autism, stroke, dementia, and domestic violence.
  • User-centered design and the support of health institutions are key to making these games effective.

Health video game

Mobile phones have become more than just a way to pass the time on the subway or in a waiting room: increasingly, the games we carry in our pockets are being used as real tools for health management, disease prevention, and supporting treatments . We're not just talking about counting steps or recording calories, but about complete video games with stories, challenges, and missions, designed to educate, rehabilitate, or even change risky behaviors.

In recent years, projects have emerged ranging from apps for children with cancer to record their pain, to virtual reality experiences that help aggressors literally put themselves in the shoes of their victims . This entire universe is known as health games, therapeutic video games, or "serious games for health," and they are winning over patients, healthcare professionals, universities, and major international organizations such as the WHO and the CDC.

What are health video games and why do they matter?

When we talk about health games, we're referring to video games and apps that, while they may appear to be conventional games on the surface, are designed with a very clear health objective: to educate, rehabilitate, assess, or modify behaviors . They rely on gamification, that is, using game mechanics (points, achievements, missions, rankings, etc.) applied to processes that are not inherently playful: from learning to manage a chronic illness to training doctors in new techniques.

This approach leverages the enormous popularity of video games as a form of entertainment: it is estimated that there are around 3.100 billion gamers worldwide . Instead of fighting against this reality, many health and education experts are using it to their advantage. The key is that by transforming a tedious or painful task into a playable challenge, motivation, adherence to treatment, and the likelihood of the user acquiring and maintaining healthy habits in the long term are increased.

According to research published in scientific journals such as JMIR and JMIR Research Protocols, serious games applied to health (sometimes called g-Health) are, in many cases, more effective than traditional methods such as brochures, advertisements, or simple forms . They not only achieve better results in changing attitudes and behaviors, but also generate greater recall and, above all, greater user engagement, especially among young people accustomed to interacting with screens and digital environments.

Gamification in healthcare: much more than entertainment

Gamification in healthcare is currently being applied in a wide variety of fields: training for healthcare professionals, patient rehabilitation, public health prevention and education, emotional management , and psychological assessment, among others. Healthcare centers, scientific societies, universities, pharmaceutical companies, patient associations, and insurance companies are promoting projects that run on mobile devices, websites, consoles, and motion-sensing gaming platforms like Wii or Kinect.

One of the great advantages of these games is their adaptability to different ages and profiles. A 10-year-old or a senior citizen can benefit from a gamified rehabilitation program because, instead of repeating monotonous exercises in front of a mirror, they are immersed in an interactive environment where their movements are used to smash cakes, train in a circus, or overcome challenges within a story. This game-like element makes the exercise more manageable and helps the person adhere to the treatment for longer.

The importance of this approach has led to the creation of specific events such as the National Health Games Congress , which since 2015 has brought together healthcare professionals, patients, developers, and communication experts in Spain. Under slogans like "Health is something to play with," projects are presented for multiple sclerosis, childhood diabetes, stroke rehabilitation, and Parkinson's disease, as well as monitoring systems integrated into clothing or wearable devices. This type of congress is part of an international movement, with similar events in the United States and Europe under the Games for Health brand.

Plague Inc. and Plague Inc: The Cure: From Pandemic Chaos to Awareness

Among the mobile games that have generated the most buzz at the intersection of leisure and health is Plague Inc. , developed by Ndemic Creations. Although its primary objective is entertainment, its approach makes it a powerful tool for intuitively understanding how pandemics behave and what strategies make the difference between a controlled outbreak and a global catastrophe.

In Plague Inc., the player takes on the role of a pathogen that begins by infecting "patient zero ." From there, the player must evolve the disease and make decisions to ensure its spread across the globe before humanity finds a way to stop it. The game features a highly detailed world, over 50 countries, advanced AI that reacts to the player's decisions, hundreds of traits to modify the virus, bacteria, or other agent, and thousands of global events that force players to adapt their strategy.

This title includes 12 types of diseases with radically different mechanics and strategies , extra modes such as the Neurax worm (capable of mind control), the Necroa zombie virus, and scenarios based on real-world situations. It also offers fast-paced game modes like Speed ​​Run, leaderboards, achievements, and a comprehensive help and tutorial system so that any user can gradually learn the epidemiological logic behind each decision.

The game's success has been such that it has been featured in publications like The Economist, The Guardian, and the New York Post, and its creator was invited to present the game's disease models at the CDC in Atlanta . During the COVID-19 pandemic, Ndemic Creations collaborated with the World Health Organization to release a special expansion: Plague Inc: The Cure , which reverses the original game's premise.

In Plague Inc: The Cure, you're no longer the pathogen, but rather the one who must prevent the pandemic from wiping out humanity . The player assumes the role of world authorities and must decide when to launch vaccination campaigns, implement social distancing, close borders, restrict travel, fund research into treatments and vaccines, or improve hospital capacity. This expansion, developed with the support of scientists from the WHO and other institutions, has become an example of how a mobile game can help players understand, in a very graphic and accessible way, the real-world workings of a health crisis.

Games to educate about health and change risky behaviors

Beyond simulations like Plague Inc., there's a whole generation of mobile and virtual reality video games aimed at preventing disease and promoting healthy lifestyles . Many of them target teenagers and young adults, who are often more exposed to traditional advertising campaigns but, paradoxically, less receptive to brochures or traditional talks.

Scientific evidence supports this shift: a 2020 study published in the journal JMIR showed that a video game designed to encourage human papillomavirus (HPV) vaccination in young men was more effective than advertisements and informational pamphlets . The game not only increased the intention to get vaccinated but also generated a better understanding of the associated risks and benefits.

Another study conducted in the United States compared anti-smoking informational materials (information packets with traditional messages) to a serious game in which the user had to avoid cigarettes while receiving anti-smoking messages . The results were clear: the video game had a greater impact on attitudes toward tobacco and on the intention to quit smoking, demonstrating that the game format is more engaging and more effective at altering beliefs and behaviors.

A virtual reality game designed to raise awareness among young people about the risks of unprotected sun exposure was also tested in Australia . In this game, the user was immersed inside a human body and confronted growing cancer cells while learning about the importance of sun protection and skin cancer prevention. Some participants experienced nausea due to the intensity of the experience, but they agreed that it was a powerful, engaging, and effective method.

Outside of strictly healthcare settings, video games aimed at the general public have been released that address topics such as sexually transmitted infections in teenagers, sun protection for adults, and bullying in children . The idea is that, through play, the user is exposed to realistic situations, makes decisions, and experiences the consequences in a safe environment, generating a much more experiential learning experience than that achieved simply by reading rules or advice.

Video games for physical and neurological rehabilitation

One of the fields where mobile and virtual reality video games are showing the most potential is physical and cognitive rehabilitation . Instead of repetitive and demotivating exercises, patients perform movements that translate into actions within a game, receiving immediate feedback and rewards that make the process less arduous and more manageable.

There are, for example, games specifically designed for people who have suffered a stroke , aimed at helping them regain the use of their arms and hands. In these games, the user enters a themed world, such as a circus, and controls an avatar that must become a trapeze artist, lion tamer, or another character. To progress, they must complete movements of varying difficulty, guided by the game, which actually correspond to rehabilitation exercises designed by therapists.

These types of tools typically incorporate progress tracking systems that record how many sessions the patient completes, what movements they are able to perform, how long each session takes, and how their range of motion is improving. All this information can be sent to a physiotherapist or other healthcare professional to monitor progress and adjust treatment without requiring the patient to be physically present at the rehabilitation center.

Cognitive rehabilitation has also benefited from video games. Titles like Panoramix have been developed as virtual interfaces focused on training skills such as sustained attention, memory, executive functions, and visual gnosis (that is, the ability to recognize visual stimuli and give them meaning). These programs are especially useful in cases of dementia, mild cognitive impairment, brain injuries, or neurodegenerative diseases such as Alzheimer's or Parkinson's.

In addition to these highly specific clinical proposals, there are more general projects aimed at improving neuronal function, training vision, helping with mobility disorders associated with Parkinson's disease or multiple sclerosis, or supporting the treatment of overweight and diabetes through physical activity and self-management challenges. The common denominator is the same: transforming a demanding therapy into something the patient perceives as a game with achievable goals and clear rewards.

Emotional support and coping with illness through play

Another area where health-related video games are making a difference is in the emotional management of illness and medical treatments . The goal here is not so much to improve physical function as to reduce the patient's perceived pain, fear, or anxiety, offering them a gaming environment that helps them cope better with the situation.

A particularly striking example is Pain Squad , an app developed at SickKids Children's Hospital in Canada for children and adolescents with cancer. Traditionally, these patients had to fill out forms twice a day to record their pain, a tedious and unmotivating task. With Pain Squad, however, they become recruits for an elite police unit: each time they answer questions about their pain, they earn badges and advance in rank within the squad , progressing from rookies to unit leaders. The result is a significant improvement in adherence to the log and in the quality of the information collected, which is crucial for adjusting pain management treatments.

In Denmark, another group of researchers created several serious games, such as “Bloom,” “The Witch,” “Fun and Cozy Socks,” and “Kurt, the Hospital Cat,” to improve interaction between parents with hospitalized cancer and their children. These games, designed to be played in the hospital room, offer activities that encourage communication, cooperation, and emotional expression. Studies have shown them to be an effective tool for strengthening social and psychological bonds during an extremely difficult time for the entire family.

Mental health has also become fertile ground for this type of development. Some video games place people with mental disorders on a virtual island where they must face situations designed to train them in managing emotions such as stress, frustration, impulsivity, and anxiety. Through gradual exposure to controlled scenes and positive reinforcement when appropriate decisions are made, the user learns emotional regulation strategies that they can then apply in real life.

There are also virtual reality experiences specifically designed to modify very complex behaviors. One of the most striking is a VR environment created for the rehabilitation of people with a history of domestic violence . In this experience, the abuser sees, hears, and feels as if they were one of their victims, allowing them to experience firsthand the fear, helplessness, and emotional impact of their actions. Initial results indicate that this approach can help develop empathy and improve social behavior, complementing conventional therapeutic programs.

Games for ADHD, autism, and other neurodevelopmental disorders

The field of neurodevelopment has found an interesting ally in mobile video games. Games have been created specifically for young people diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) , consisting of minigames that work on specific skills impaired by this disorder: short-term memory, sustained attention, planning, impulse control, and problem-solving.

These programs are designed to keep children engaged through short challenges, immediate rewards, and adjustable difficulty levels . Behind each minigame lies a very clear therapeutic objective, defined by psychologists and neuropsychologists. Regular use of these apps, supervised by professionals, can contribute to improved academic performance and concentration, complementing pharmacological treatment when indicated.

There are also games developed with artificial intelligence for children with autism , based on the ABA (Applied Behavior Analysis) therapeutic system. These apps include learning activities with photos, videos, and audio to help them acquire communication skills, recognize emotions, establish routines, and develop basic socialization skills. The AI ​​allows the content to adapt to the child's pace and progress, providing personalized reinforcement of the behaviors that need to be encouraged.

Training and education of healthcare professionals

Health-related video games aren't just for patients or the general public. A growing number of initiatives are using gamification for the training and professional development of doctors, nurses, and other healthcare professionals . According to a study published in JMIR Research Protocols, these interactive environments are effective for training new techniques, reinforcing knowledge, and improving clinical decision-making.

Through simulators and clinical case games, professionals can confront complex situations in a safe and controlled environment , where mistakes are possible without real-world consequences for patients. This allows them to practice procedures, explore different decision-making processes, and receive immediate feedback on the results—something very difficult to replicate in real-life situations. Furthermore, the game format increases motivation and interest in ongoing training and professional development, a crucial aspect in a sector where knowledge advances rapidly.

Keys to designing truly effective health video games

Not everything goes when creating health video games. Experts like Marta Calderero, from the Open University of Catalonia , point out that the success of a serious game depends on factors such as user-centered design, aesthetics, gameplay, and the scientific credibility of the content. If these aspects are neglected, the experience can easily become unappealing or even useless for its intended health objective.

Research shows that not all game elements are equally motivating for everyone or in all contexts. It is essential to have a thorough understanding of the target population: age, level of digital skills, social and cultural context , specific needs, and limitations. A game designed for children with ADHD cannot be approached in the same way as one aimed at older adults with cognitive impairment or healthcare professionals.

Aspects such as mechanics (what the player does), dynamics (how the experience unfolds), and aesthetics (how the game looks and feels) are crucial. The emotion the game aims to evoke is also key: fun, challenge, curiosity, relief from fear, a sense of accomplishment… If the game doesn't emotionally engage the player, it's unlikely to be used consistently and, therefore, unlikely to lead to significant change.

Credibility also plays a fundamental role. Users, especially when it comes to health, need to trust that the content they consume is backed by scientific evidence or reputable institutions . Collaborations like the one with the WHO on Plague Inc: The Cure, or the support of scientific societies and professional associations at health game conferences, help ensure that these products are not perceived as mere curiosities, but as serious tools integrated into broader prevention and treatment strategies.

The rise of health video games demonstrates that playing and taking care of oneself can go hand in hand when technology, design, and science work together. From pandemic simulators like Plague Inc. and its expansion, The Cure, to apps for ADHD, autism, childhood cancer, or stroke rehabilitation, mobile phones and virtual reality are becoming unexpected allies for improving prevention, treatment adherence, emotional well-being, and health education, provided there is rigorous, user-centered design backed by evidence and the prevention of video game addiction.

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