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FUNTASTIC
1. • US ranks 33rd in average longevity among
industrialized countries
• Avg life expectancy:
Male 76 years
Female 81 years
• Annual cost of health care
17.9% of GDP
$ 8,608 per individual
2. Social Issues
• US spends more on health care than any other
industrialized country but lags behind in life
expectancy
• Lack of exercise and poor diets are major
contributors to poor health outcomes
• Affordable health care – ironically, at 17.9% of
GDP – this should be sufficient to cover the cost
of universal health care coverage for all of U.S.
3. Barriers
• Little time to exercise
• Lack of motivation to
join a gym or use home exercise equipment
participate in a company wellness program
Perform simple, easy exercises like walking on a
regular basis
• Poor eating habits – easy access and more
satisfying to eat junk food
4. FUNTASTIC
Can motivate more individuals to:
(1) change their behavior by exercising more regularly
(2) develop healthier eating habits
(3) Improve overall physical fitness
Expected Impact of Results:
Extend life expectancy and quality of life
Reduce annual cost of health care –
provide more money for other necessities
5. Game Tools
• The gamified system would incorporate online and
mobile apps
• Analyze user data to offer choices on challenges and
tasks
• Monitor activity to provide an engaging user decision
journey
• Show player progress towards meeting goals via
progression bar and graphs
• Use of avatars for individuals and teams as coaches and
visual progression of activity
6. General Game Concept
• Engage and motivate the various player types
to reach specific goals within various
timeframes via performing tasks and
challenges incorporating exercise andor
eating healthier foods
• Players may choose or be randomly assigned
to a team consisting of at least one other
player for support in reaching goals
7. Onboarding
Get new users to sign up, watch a video on benefits
of exercise and good nutrition, and complete a
player profile by granting points and virtual
currency for their use for one of the following:
• Attend an actual or online session at health club,
nutrition class or cooking class
• And receive automatic downloads to smartphone
on tips on exercising and healthy eating – plus
variable rewards to provide a little nudge to set
weekly and monthly goals
8. Onboarding (Cont’d)
• New users who complete a profile of their
interests and activities they enjoy doing – earn
a new member badge shown on a
Leaderboard
• A completed user profile would provide useful
data in designing the experience and in
motivating new users towards target
behaviors
9. Player Types
Explorers –
Free entry into a raffle if you join a particular group who
enjoy the same subject interest with exercise as a byproduct
• Ex: join a group of photographers and walk to 5
historical places of interest and take a photo –
accumulate points and earn a Walker Badge
• Post on Leaderboard a description of why that site was
of interest to you – accumulate more points
• This will influence others and “pull” some of them into
the group as well
10. Player Types
Achievers –
These users probably already exercise so they
will be challenged to exceed other players and
teams to stretch their personal goals
• Ex: Set up team challenges and competitions –
winners get to eat a healthy lunch with a
celebrity
11. Player Types
Socializers –
Ex 1: groups could be distinguished by
demographics, type of exercise or healthy food
that they may like to do or try with others
Ex 2: groups that like to share stuff – exercise
equipment, healthy recipes - post to
leaderboard
12. Game Mechanics
• Points and badges accumulation
• Individual/team competitions
• Leaderboard tracking of individual and team activity vs. target goals
set by virtual health coach avatar
• Trivia game focused on health facts and behaviors
• Online/mobile contests, raffles, scavenger hunt
• Progression Bar comparing users target goals vs. current
measurements on (i) weight, and (ii) how far to go to reach next
level
• Access – if you accumulate a certain number of individual
points, meet a team boss fight plus obtain a “Healthy Player” badge
then you get to attend a special function, sit with a sports celebrity
and get recognized with an award at the function
13. AVATARS and Virtual Personas
Shows 20 Year Projection
(Monthly Rolling-Forward)
If on track towards meeting goals:
If not on track towards meeting goals:
14. Return On Investment (ROI)
• The effectiveness of a gamified system could be
measured by the change in
i.
ii.
Health care costs - analyzed by teams, groups,
locations, cities, etc. since the data would be
available.
Impact on longevity
• Adjustments can be made to the system going
forward to improve the user experience and
results