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Harnessing the power of gamers to solve cancer's mysteries
University of California - MercedJan 23 2025 Cancer is vicious. In 2025, it is expected to cause more than 618,000 U.S. deaths - nearly twice the combined populations of Merced and Modesto. Each year, almost half of this nation, young and old, is touched by the disease through personal diagnosis or an afflicted loved one. Jeff Yoshimi joined the 50% when his wife, Sandy, learned she had breast cancer. The blighted cells had spread to some lymph nodes. Alongside Sandy during one of many overnight hospital stays, Yoshimi drifted in and out of sleep, sifting through ideas drawn from his profession and passions: a Ph.D. in philosophy, research into how people perceive and experience the world and expertise with clarifying tough-to-grasp concepts by visualizing them in game-like ways. How could he, a UC Merced cognitive science professor, take the fight to a horrible disease? Suddenly, the pieces in his head snapped into place. Yoshimi grabbed his laptop, went across the street to an all-night coffee shop and began to type. Cancer, he knew, can be curable, but it takes so many forms and changes guises so often that it is incredibly tough to fend off. But what if the brainpower available to cancer research was increased exponentially? What if that power came from millions of minds that love to unravel mysteries, mash buttons and obliterate bad guys? What if, Yoshimi thought, we scaled up the cancer battle with a suite of truly awesome video games? From that first flash in 2013 and over 11 years, he expanded the idea into a compelling action plan and put it in a book. "Gaming Cancer," published by MIT Press. In it, he asserts that gamified citizen science, teamed with the soaring potential of artificial intelligence, can help power significant advances in cancer research. Sandy Yoshimi is alive and well today after enduring a grueling journey of surgery, chemo, radiation and pills. Cancer, however, was not done with the family. Sandy Yoshimi's sister died from colon cancer not long after Jeff Yoshimi started writing the book. In 2023, bile duct cancer took the life of Sandy's father. "Much of this book was written in cancer wards and chemo rooms," Yoshimi says in the first chapter. The book's subtitle describes the goal: "How Building and Playing Video Games Can Accelerate Scientific Discovery." With a breezy writing style, Yoshimi walks readers through not just how it can be done but why it should be done. "Scientific problems associated with cancer are messy and complex," he wrote, "but in some cases they have core logic that can be presented in a game context with its simplified rules." Citizen science games are out there, though on a far smaller scale than what Yoshimi lays out in the book. One example: "Foldit" makes a video game out of how proteins restructure themselves. Outcomes from this "protein folding" game can help scientists understand cellular mutation and runaway replication of diseased tissue. It can help perfect therapeutic drugs. In 2020, about 750,000 users played "Foldit." An impressive number, but Yoshimi is thinking bigger. Like "Baldur's Gate" bigger. "Candy Crush" bigger. Yoshimi has hands-on experience with game-style programs. In 2008 he created Simbrain, where users design neural networks with simplified visuals. He uses Simbrain in his courses and research, helping students and colleagues grasp aspects of neuroscience, psychology and artificial intelligence. In an interview, Yoshimi, a UC Merced founding faculty member who came aboard in 2004, talked about the knowledge that could be unleashed by scaling up citizen science. He told a story about going to a restaurant with his father and seeing a boy whose knee bounced like a jackhammer. "My dad said, 'I wonder if we could make a little generator, attach it to that knee and capture all that energy,'" Yoshimi said. "That stuck with me. People have these exquisitely evolved brains and we enjoy solving puzzles. It's good for the species. So we have this huge reservoir of untapped problem-solving power, this Earth-wide computing effort being used on 'Grand Theft Auto.' "What if we redirected some of that to problems of broad significance, like cancer?" In the book, Yoshimi discusses the "meta-game" - the process of creating this suite of powerful, irresistible games. He details everything they need: crack programmers, visionary leaders and deep-pocketed financiers, as well as reward structures for users and smooth links between gamers and labs. At the center of it all Yoshimi envisions Simbody, a game engine that simulates biological systems from whole bodies to nanoscale. Start with a cancer conundrum. Break down the problem until there's one task a game could tackle. Plug it in. Yoshimi said the suite, which he dubbed "Cancer Wars," could use all the game styles: action, adventure, role-playing, first-person shooter, strategy, sports. Only a couple years ago, artificial intelligence, which Yoshimi has studied for years, punched the turbos with the arrival of large language models such as ChatGPT. Suddenly, it seemed AI was going to change the game. Why turn to people for crowdsourcing when LLMs have trillions of bits of information crowded into their silicon brains? Actually, why not do both? Yoshimi said many of the existing citizen science games have AI elements that work hand-in-hand with the player, matching the former's data-processing power with the latter's power of intuition. "We want to have human-AI symbiosis," he said. "AI can do raw number crunching and statistical generalization. Humans see the bigger picture, the relevance of one thing to another, the creative insight that a machine finds harder to capture." Think Capt. Picard and Data, Yoshimi said. Luke Skywalker and C3PO. Kirk and Spock. "AI has made big jumps, but it's not at a point where we push a button, ChatGPT thinks about it for a month and solves the problem," he said. "The best games will take AI as far as it can go, interweaved with human intelligence, so the experience is seamless." Yoshimi hopes "Gaming Cancer" offers a roadmap for ramping up video games in the fight against cancer. He added that eradicating the disease is a worthy goal but certainly not the only one. There are countless important victories within reach. Detection and treatments for the hundreds of cancer types demand attention. Games can foster an understanding of clinical research and promote lifestyle choices that can reduce cancer risk. Because this is cancer we're talking about. Only heart disease kills more Americans. Why not bring a legion of video gamers into the battle? "It's worth the effort," Yoshimi said. "Even if you don't hit the moon shot, all the intermediate shots are valuable." University of California - Merced
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Video games could accelerate discoveries in cancer research - Earth.com
More than 618,000 Americans will likely die from cancer in 2025 - a toll greater than wiping out two mid-sized California cities. Beyond these fatalities, cancer touches nearly half of the country every year. Whether through a personal diagnosis or a loved one's struggle, this disease has a far-reaching impact that spans generations, communities, and economic classes. For Jeff Yoshimi, a professor of cognitive science at UC Merced, cancer became personal when his wife, Sandy, was diagnosed with breast cancer. The disease had already spread to her lymph nodes by the time doctors discovered it. What followed was a grueling journey of surgery, chemotherapy, radiation, and endless medications. Sandy's battle took an emotional toll on Yoshimi, but it also ignited something within him - a determination to contribute to the fight against cancer in a way that extended beyond his immediate circle. One night, while staying with Sandy in the hospital, Yoshimi found himself drifting in and out of sleep. His mind, shaped by years of philosophy, cognitive science, and game-based learning, began piecing together an idea. He understood cancer as an elusive enemy, constantly mutating and taking on new forms, making it difficult for researchers to keep up. But what if the fight against cancer didn't just rest in the hands of scientists and medical professionals? What if millions of minds - gamers, problem solvers, and puzzle enthusiasts - could be harnessed to help in this battle? At that moment, inspiration struck. Yoshimi left the hospital and walked across the street to an all-night coffee shop. He pulled out his laptop and started typing. That night, a new approach to fighting cancer was born. What Yoshimi envisioned was not just another research study, but a complete rethinking of how people engage with scientific problems. He knew that video games had the power to captivate, challenge, and inspire players to solve complex problems. What if that power could be redirected toward cancer research? Over the next eleven years, that initial spark of an idea evolved into a compelling action plan, culminating in the book Gaming Cancer, published by MIT Press. In it, Yoshimi explores how gamified citizen science, combined with artificial intelligence, can drive significant advances in cancer research. The book argues that with the right structure, motivation, and technological framework, gamers could help accelerate discoveries in ways never before imagined. Yoshimi's mission was deeply personal. Sandy ultimately survived her battle with breast cancer, but cancer was not done with the family. Shortly after he began writing the book, Sandy's sister lost her life to colon cancer. In 2023, her father succumbed to bile duct cancer. These losses reinforced Yoshimi's conviction that more had to be done. "Much of this book was written in cancer wards and chemo rooms," Yoshimi writes in the first chapter - a testament to the deeply personal nature of his work. The book's subtitle, How Building and Playing Video Games Can Accelerate Scientific Discovery, lays out its ambitious goal. It is not just about theorizing possibilities but providing a roadmap for turning this vision into reality. Cancer research is one of the most complex scientific fields, requiring immense resources and intellectual firepower. While artificial intelligence and machine learning have made tremendous strides, they still cannot replace the intuitive and creative problem-solving abilities of the human mind. Yoshimi argues that by breaking down complex scientific problems into structured game mechanics, citizen scientists - everyday people - could contribute to real breakthroughs in cancer research. Gamified citizen science is not an entirely new concept. There have already been smaller-scale successes in the field. One example is Foldit, a game where players manipulate the structure of proteins. The results from this game have helped researchers better understand how proteins fold, an essential process in cellular biology. Protein misfolding is involved in many diseases, including cancer. By turning this challenge into an engaging game, Foldit has enabled citizen scientists to contribute to real scientific advancements. In 2020, approximately 750,000 people played Foldit, generating valuable insights for researchers. While this number is impressive, Yoshimi envisions something far bigger. His goal is not just niche scientific games but blockbuster hits - games on the scale of Baldur's Gate or Candy Crush, where millions of players worldwide can contribute to cancer research in meaningful ways. Yoshimi has long explored how visual tools and interactive learning can help people grasp complex ideas. In 2008, he created Simbrain, a software platform that allows users to build and explore neural networks using simplified visuals. He has used it in his courses and research to help students understand neuroscience, psychology, and artificial intelligence. Yoshimi's experience with game-like simulations and problem-solving tools made him uniquely suited to develop the concept of Gaming Cancer. During an interview, Yoshimi recalled a childhood memory that helped shape his thinking. One day, while eating at a restaurant with his father, he noticed a young boy bouncing his knee rapidly under the table. His father, an engineer, turned to him and said, "I wonder if we could make a little generator, attach it to that knee, and capture all that energy." That moment stuck with Yoshimi. It was a reminder that human ingenuity is everywhere - often in unexpected places. People naturally love solving problems. It is an intrinsic part of who we are. The challenge, Yoshimi argues, is finding ways to channel that untapped intellectual energy toward something as meaningful as cancer research. In Gaming Cancer, Yoshimi details what would be required to bring this idea to life. The creation of a large-scale citizen science gaming platform would require a combination of skilled programmers, innovative game designers, visionary leaders, and substantial financial investment. The games would need to be engaging, rewarding, and seamlessly linked to real-world research. At the heart of his vision is Simbody, a proposed game engine capable of simulating biological systems at various scales - from entire organs to microscopic cellular interactions. Players would take on different challenges, solving problems in ways that could provide real insights for scientists. Yoshimi imagines a full suite of games, which he calls Cancer Wars, covering every genre - from action and adventure to RPGs, first-person shooters, and strategy games. Each game would tackle a different aspect of the cancer battle, such as identifying patterns in genetic mutations and optimizing treatment strategies. Since Yoshimi first conceived this idea, artificial intelligence has made significant leaps, particularly with the rise of large language models like ChatGPT. Some may wonder why human input is still necessary when AI can process massive amounts of data. Yoshimi believes that the best approach is a partnership between AI and human intelligence. "We want to have human-AI symbiosis," he noted. "AI can do raw number crunching and statistical generalization. Humans see the bigger picture, the relevance of one thing to another, the creative insight that a machine finds harder to capture." He likens this dynamic to famous sci-fi duos: Captain Picard and Data, Luke Skywalker and C-3PO, Kirk and Spock. AI can handle the brute force calculations, but humans bring intuition, creativity, and context. Through Gaming Cancer, Yoshimi presents a roadmap for revolutionizing cancer research. While the ultimate goal is to eradicate cancer, he emphasizes that even incremental victories - better detection, improved treatments, and increased public understanding - would be invaluable. Cancer remains one of humanity's deadliest adversaries, second only to heart disease in U.S. fatalities. With millions of gamers worldwide, why not mobilize that untapped potential for one of the most important fights of our time? "It's worth the effort," Yoshimi said. "Even if you don't hit the moon shot, all the intermediate shots are valuable." -- - Like what you read? Subscribe to our newsletter for engaging articles, exclusive content, and the latest updates.
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UC Merced professor Jeff Yoshimi proposes using video games to harness collective problem-solving power for cancer research, combining gamification with AI to accelerate scientific discoveries.
In the face of a devastating cancer diagnosis for his wife Sandy, Jeff Yoshimi, a cognitive science professor at UC Merced, found himself pondering how to contribute to the fight against cancer. During a late-night hospital stay, inspiration struck, leading to a groundbreaking idea: harnessing the power of video games to accelerate cancer research 1.
Yoshimi's vision, detailed in his book "Gaming Cancer" published by MIT Press, proposes creating a suite of engaging video games that could tap into the problem-solving skills of millions of gamers worldwide. By breaking down complex cancer-related scientific problems into game mechanics, Yoshimi believes that citizen scientists could contribute significantly to cancer research 2.
The proposed system, dubbed "Cancer Wars," would not just rely on human players but would integrate artificial intelligence to create a symbiotic relationship. Yoshimi explains, "We want to have human-AI symbiosis. AI can do raw number crunching and statistical generalization. Humans see the bigger picture, the relevance of one thing to another, the creative insight that a machine finds harder to capture" 1.
While citizen science games already exist, such as "Foldit" which tackles protein folding problems, Yoshimi envisions something much larger in scale. He aims for games with the popularity of "Baldur's Gate" or "Candy Crush," potentially engaging millions of players in cancer research 2.
Yoshimi's book outlines the "meta-game" - the process of creating this suite of games. It would require skilled programmers, visionary leaders, financial backing, and a central game engine called "Simbody" that simulates biological systems at various scales 1.
Yoshimi's journey into this innovative approach was deeply personal. His wife's battle with breast cancer, followed by the loss of her sister and father to different forms of cancer, fueled his determination to make a difference. "Much of this book was written in cancer wards and chemo rooms," Yoshimi reveals in the first chapter of his book 2.
With cancer expected to cause more than 618,000 deaths in the US in 2025, the need for innovative approaches to research is clear. By tapping into the collective problem-solving power of gamers and combining it with AI, Yoshimi's approach could potentially accelerate discoveries in cancer research, offering new hope in the ongoing battle against this devastating disease 1 2.
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