• Save
Online and Mobile Healthcare- Exploring Technologies, Services and Business Models- Manish S Nachnani, Health IT Consultant
Upcoming SlideShare
Loading in...5
×

Like this? Share it with your network

Share
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads

Views

Total Views
1,327
On Slideshare
1,219
From Embeds
108
Number of Embeds
1

Actions

Shares
Downloads
0
Comments
0
Likes
2

Embeds 108

http://eindia.eletsonline.com 108

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Gamification and Healthcare. Manish S NachnaniManish Nachnani manishnachnani@gmail.com 1
  • 2. State of the Nation Youngest Nation Healthy / Unhealthy nation – Make a choice now ? Diabetes destination of world Rapid urbanization leading to lifestyle related diseases Pillars of the nation – Workforce , Students Focus on recovering illness – not promoting “Wellness”We are treading a path marked by developed nations , andwill reach a state where they are in a decade , withirreparable damage . So its time to start now. Our lifestyle could be a DISEASE in itself. Manish Nachnani 2 manishnachnani@gmail.com
  • 3. Future of the Nation Highest GDP growth Ever increasing per capita income Move towards westernization The generation of “Fast Food” and “Cough potatoes” Move from traditional gaming to online gaming If trend continues the future looks scary . We have more fast food stores in the country than the wellness centers and gym . Manish Nachnani 3 manishnachnani@gmail.com
  • 4. Games – Universal part of culture  Games are beyond the divide of  Rural and Urban  Sex  Age  CountryA person in urban India will playaXbox game ,while in rural India willplay a gilli danda. Manish Nachnani 4 manishnachnani@gmail.com
  • 5. Introduction to Gamification Gamification The art of converting a routine process (personal/business/health ) in a game like format coupled with rewards and recognitions is called gamification. Example – Say if regular medication for chronic diseases is converted in a game and patient adhere to taking medication on time , wouldnt it help them. Similarly at ground level – Sanitation , Hygiene can be taught using power of games. Manish Nachnani 5 manishnachnani@gmail.com
  • 6. Potential segment for Gamification Everyone who has a mobile phone How many people in India have a mobile phone ? Key segment  Youth  College students  Corporate sector employees Example – If a school/college starts a regime , if you get fit , you will get additional 10 marks .Parents in India will ensure that their “Golu molu” healthy kid turns fit . Manish Nachnani 6 manishnachnani@gmail.com
  • 7. Why does “Gamification” work Gamification leverages human emotions and behavior  Recognition  Rearwards  Competition  Cooperation  Peer pressure  Games are the biggest source of learning and information – Rural and Urban Example – How about a gym members ship that’s FREE , and you only pay a penalty if you miss on some day or don’t do a scheduled work out . Manish Nachnani 7 manishnachnani@gmail.com
  • 8. How Gamification helps Gamification creates an environment of community It brings together friends and families Creates a social infrastructure to perform Leverages human emotionsThe toughest of the tasks can be achieved with ease usinggamification  Reduce obesity  Changing lifestyle  Taking medicine on time  Doing regular health checkups  Doing regular glucose/ hypertension checkup 8
  • 9. Integrating health – social media andgamification Games for health is emerging trends Flood health games on all platforms –iPhone, android. Games work because of peer pressure friends and family . Lets add social media to this Social media in more than one ways creates a traditional gaming environment for young India. Linking rewards from friends and family , conversation and feedback. Manish Nachnani 9 manishnachnani@gmail.com
  • 10. Social Media Creates emotional connect Healthcare is about human emotions Its about trust and relationship Provides Identity Means to express emotion , share feelings Like , Dislike , Poke , Retweet all are emotionsSocial Media can influence human behavior. 10
  • 11. Example of Gamifications Lifestyle changes Weight loss Chronic disease management Medication adherence Is behavioral change possible ? Gamification & Social Media can achieve this. Manish Nachnani 11 manishnachnani@gmail.com
  • 12. Example of Gamifications 12
  • 13. Kinnect for Healthcare Manish Nachnani 13 manishnachnani@gmail.com
  • 14. Future is Gamification Natural Human Interface- The need of Healthcare Kinect for physiotherapy Kinect for medical simulation Kinect in Operation theaters Kinect to treat autism Kinect to conduct “TELEMEDICINE”Looking to see an “Indian Hospital” be theleaders in adopting Kinect. Manish Nachnani 14 manishnachnani@gmail.com
  • 15. Questions Manish Nachnani 15 manishnachnani@gmail.com