The video game industry has annual revenues of more than 10 billion dollars, and users have high expectations for their games [44]. Mainstream video games usually are funded by a publisher, and they require millions of dollars in production costs. Consequently, health promotion games are limited by the need for large upfront investments, generally exceeding other types of health promotion interventions [44]. Without a potential market to recoup expenses, complex and intricate games have had limited application to health promotion.