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.
2. About me
2
Passionate about the use of Gamification and Technology
to shape a sustainable future for all mankind
3. 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)
11. 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
12. Gamification and Global Health
We face many global health challenges such as obesity, diabetes,
HIV/AIDS, Dementia etc –
many problems are lifestyle related
13. 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?
14. 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
15. Societal Changes
Gen Y – Digital Natives
Technology is a Game and
Mobile Devices are Ubiquitous
19. Big Changes in Society - Problems
Traditional Hierarchy Today’s Network
The Networked Society lacks Natural Leadership
and brings individual power without responsibility
22. The Spectator Society
Today’s Society has Real Challenges arising from improved
Standards of Living and Healthcare Business Models
that are unsustainable
23. 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
26. Legacy Serious Games for Health
Serious Games to provide better understanding
and control of medical conditions
27. Legacy Serious Games for Health
Serious Games to diagnose physical conditions
and/or promote exercise
28. Gamification and Enabling Technologies
for the Health Revolution
28
Whon Namkoong and Future of Good Game
29. Gamification and Enabling Technologies
for Health Revolution
Health Sensor Data, Internet of Things, Big Data Analytics , Cloud
Computing, Mobile devices and Visualisation
30. Gamification and Personal Health
Gamification and enabling technologies can deliver startling results
for personal healthcare
32. Gamification and Changing Behaviour
Gamification ecosystems facilitated by enabling technologies
can engage citizens in lifestyle changing activities
39. 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