Building classes of entertaining games for health education Abstract Games are typically built using a game engine or other software that marries the game scenario with game rules to produce an instance of the game type. Although this is a widely used approach for game generation for the commercial market, educational games offer an opportunity to design architectures that separate the educational content from the game rules and enable the creation of instances of games on demand. This model has been used previously for simple answer-style games such as tic-tac-toe, where the questions are selected at run time from a database of topic related questions. In this paper, we present an architecture for creating classes of scenario-based educational games that are derivatives of entertainment games, i.e., are based on existing games, such as airplane shooters or quest-like games. The individual games are generated at run time using the game scenario and the game rules in conjunction with health focus content and the user’s profile. This means that the play of the game is the same across the community of users but that the health content may be different for different users, e.g., IBD, asthma, or diabetes. This design includes a module for content experts to insert their own educational content. The lowest level of the architecture consists of game engine, content database, user profile, and user data. In this paper we will describe, by way of example, the use of a widely available flash game which we have altered by inserting an object that attaches itself to a class of attack ships. One of the properties of the inserted object is to attach a short text string to the ship. At run time, text from the database is displayed on one or more of these objects and the player decides which ship to shoot based on the text strings. The results of the user actions are stored in the database and the user profile updated as well. The play of the game is not altered from its original form but the insertion of health related content allows the play of the game to support a health agenda. Furthermore, the game plays the same whether the content is for asthma or diabetes. This architecture provides support for multiple communities, including: patients (game players), coaches, and health researchers. The underlying hypothesis is that patients will be more engaged in the learning and reinforcing of the health concepts using the game than they would be in other educational contexts. User profile information is stored for each player, so that the game content and play style can be tailored to individual players. Coaches and clinicians can make use of the data collected throughout the game, including logs the game play such as, choices made, and time and duration of play. This data can be used indirectly to monitor the progress of the patient and directly to intervene as needed for support or additional feedback. Health researchers can use the data for clinical trials evaluating the efficacy of treatments with and without game components. Producing reusable classes of educational games can have a significant impact on the time and cost of game development and may support the building of communities of users. Furthermore, this compartmentalized architecture provides a platform that supports continual monitoring as well as follow-up analysis, i.e., both longitudinal studies and clinical trials. This work is a project of the SAGE, Simulation and Advanced Games for Education, network exploring the role of games in health education. Presented by Carolyn Watters, representing Dalhousie SAGE group at Digra Conference, 2005.