Informatics, Gaming, and Simulations. The reference for this presentation, unless otherwise noted, is Chapter 11 of the optional Hoyt text, and the preface of The Fourth Paradigm edited by [UNKNOWN]. We will consider four key points, Definitions, Goals, Informatics, and Research. Key point one, Definitions. For this presentation, we will define gaming as the playing of games that simulate real life situations developed to teach something or to help solve a problem. We will define simulation as the use of a mathematical model that recreates a situation to estimate various outcomes. Both gamings and simulations use virtual environments to suggest real solutions, and both are increasingly used in education and research to improve health care quality and health outcomes. The popular notion of better educational results when students are having fun, perhaps suggests that gaming as an educational strategy, can overcome barriers that often prevent optimal health and learning. Barriers such as mistrust, low literacy, social isolation and non-traditional learning styles. Key point two, Goals. The Goals of Gaming are to increase knowledge and/or skills that contribute to improvements in health care quality an health outcomes while engaging the learner. According to [UNKNOWN] and others, games do this by increasing four types of personal resilience, Mental, learning and problem solving, Physical, strength and agility, Emotional, inner well being, and Social, connectedness with family and community. The Goals of Simulations are very similar to the Goals of Gaming, and to the Goals of Informatics. Improving health care quality and outcomes at the best price. Key point three, Informatics. Recall the key concepts of informatics theory, data, information and knowledge. Now, consider these concepts in relation to gaming and simulations... Instead of starting with data, games and simulations begin with information that is packaged to promote learning or computed to generate knowledge. And in the process, generate new data in vast amounts. These data streams may be used to improve practice, evaluate education, and enable quality and outcomes research. Key point four, Research. Simulation is recognized as a powerful research tool that can be successfully used to support health care information management, decision making, education, and training. There are extensive implications of simulation research. Challenging problems arising from the complex interactions that characterize medical and biological systems can be addressed by using multidisciplinary approaches and ad-hoc research strategies within experimental and simulated settings. Health Games Research is an emerging science. A new research initiative in health gaming has been funded by the Robert Wood Johnson Foundation. Health Games Research is a national program in the US that provides scientific leadership and resources to advance the research design and effectiveness of digital games and game technologies that promote health. This type of research may lead to more options for interactivity among patients and their caregivers with measurable psychological and physiological health benefits. In this presentation, we considered four key points, Definitions, Goals, Informatics, and Research. These key points are fundamental to understanding the Informatics Implications of gaming and simulations in health care.