Serious Games, Gamification and Enabling Technologies for Global Health Challenges Korea Serious Games Conference Goyang City 2014
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Serious Games, Gamification and Enabling Technologies for Global Health Challenges Korea Serious Games Conference Goyang City 2014

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Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health ...

Modern society faces many global health challenges with the prospect of restricted financial and human resources to tackle them. An ageing population, greater longevity and lifestyle related health conditions make it vital to develop solutions to improve the cost effectiveness of personal healthcare and management. David Wortley's presentation focuses on the growing contribution that serious games, Gamification and rapidly maturing enabling technologies can make to address these challenges and empower both citizens and healthcare providers with the tools and technologies for improved public health, wellbeing and independent living.

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Serious Games, Gamification and Enabling Technologies for Global Health Challenges Korea Serious Games Conference Goyang City 2014 Serious Games, Gamification and Enabling Technologies for Global Health Challenges Korea Serious Games Conference Goyang City 2014 Presentation Transcript

  • Gamification and Global Health Challenges David Wortley
  • About me 2 Passionate about the use of Gamification and Technology to shape a sustainable future for all mankind
  • What is Gamification? Gamification is a process which shapes the world (achieves goals) by influencing the actions, behaviours, characteristics and states of entities within the world (through the use of games strategies and mechanics)
  • What is Gamification? Every Human Activity can be Viewed as a Game !!
  • What is Gamification? Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.
  • Gamification and Health
  • Gamification and Health We use gameplay psychology to influence behaviour and motivation
  • Gamification and Health Serious Games use Gamification strategies to influence health outcomes
  • Gamification and Enabling Technologies New Interface Devices use Gamification strategies to influence health outcomes
  • Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations
  • Gamification “A-List” Influencers Ability Accessibility Activation Level Adjacency Admiration Affectedness Affordability Alignment Ambition Appearance Aptitude Argument Aspiration Associates Attractiveness Authenticity Authority Awareness Gamification influencers are factors which have a bearing on achieving outcomes
  • Gamification and Global Health We face many global health challenges such as obesity, diabetes, HIV/AIDS, Dementia etc – many problems are lifestyle related
  • Traditional Responses • Educate and inform (serious games help) • Tax “unhealthy” products • Legislate on food nutritional content • Offer incentives to provide health beneficial services Is this Enough?
  • Lifestyle Related Morbidity Factors • Smoking • Physical activity • Nutrition • Overweight and obesity • Family history • High blood cholesterol and other lipids • High blood pressure • Metabolic syndrome. Society is facing major challenges and opportunities
  • Societal Changes Gen Y – Digital Natives Technology is a Game and Mobile Devices are Ubiquitous
  • Prosumer Phenomenon 16 We are all Knowledge Professionals because of enabling technologies
  • Enabling Technologies 17 Enabling and Empowering Technologies can transform lives and Society
  • Leadership by Merit 18 Authority has to be "earned" by leaders
  • Big Changes in Society - Problems Traditional Hierarchy Today’s Network The Networked Society lacks Natural Leadership and brings individual power without responsibility
  • Dependent Society 20 The most connected Society in history but also the least connected Society in history
  • The Attention Economy 21
  • The Spectator Society Today’s Society has Real Challenges arising from improved Standards of Living and Healthcare Business Models that are unsustainable
  • The Gamification Lens View Strategist Tactician Motivator Coach Skill Ability Motivation Self-Esteem Loyalty Passion Engagement Support Interest Awareness Knowledge Unaware Independent Self-sufficient Growing Influence and Ability to Achieve Goals Fans play a vital role in Sustaining any Human Activity Our Locus of Control is shifting from Internal to External
  • Legacy Serious Games for Health Simulation of Medical Conditions for Training
  • Legacy Serious Games for Health Distraction Games for Pain Management
  • Legacy Serious Games for Health Serious Games to provide better understanding and control of medical conditions
  • Legacy Serious Games for Health Serious Games to diagnose physical conditions and/or promote exercise
  • Gamification and Enabling Technologies for the Health Revolution 28 Whon Namkoong and Future of Good Game
  • Gamification and Enabling Technologies for Health Revolution Health Sensor Data, Internet of Things, Big Data Analytics , Cloud Computing, Mobile devices and Visualisation
  • Gamification and Personal Health Gamification and enabling technologies can deliver startling results for personal healthcare
  • Gamification and Personal Health Personal benefits are very visible
  • Gamification and Changing Behaviour Gamification ecosystems facilitated by enabling technologies can engage citizens in lifestyle changing activities
  • Opportunities and Challenges Enabling Technologies are creating opportunities for many health related casual and serious games applications
  • New Devices & Interfaces 34 New Interface Devices motivate and challenge using Gamification strategies to promote physical exercise
  • New Devices Wearable devices capture health data for use in serious games
  • Opportunities and Challenges Mobile devices used for tracking health within serious games applications
  • Opportunities and Challenges Big Data Analytics and Visualisation Technologies support Gamification of personal health
  • Opportunities and Challenges Mobile devices can be used to support personalIsed Telehealth applications
  • Conclusion Gamification Strategies facilitated by Enabling Technologies such as Internet of Things, GPS, Mobile Devices, Sensor technologies, Cloud Computing and Big Data can create a collaborative Ecosystem of partners and stakeholders that will create an explosion of potential applications that link real- time data to Gamification of personal health management
  • www.gadgetstogodbook.com Technology and Society
  • Thanks for Listening David Wortley- www.gaitss.net
  • David Wortley- www.gaitss.net
  • David Wortley- www.gaitss.net