Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare: Risks and benefits

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Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare: Risks and benefits

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  • a landscaping of HC gaming solutions (/ disease)- HC gaming solutions: what type of impact on healthCould you please also add the different e-game categories : -       exergames-       brain fitness games-       Health eating games-       Conditions management games-       Professional development & training games/ medical education And add  exemples by diseaseBurn Pain : snow worldDiabetes : Packy and MarlonAsthma : Bronchie the bronchiasaurusEtc……… Before to present the re-mission game could you include a short video game trailer of the game and a slide like this one you probably know :  To conclude other examples of health games should be also interesting for participants. 
  • / To conclude, one slide with the on-going project and key megatrends 2020-          market drivers (cf slide deck shared with Philippe)-          - health games : early stageo        Large, rapidly growing marketo        Solutions for behavior change : mix fun & benefito        Measurable impact : on –going  several dozen research studies
  • Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare: Risks and benefits

    1. 1. Games and Gamification Revolutionizing Healthcare: Risks and Benefits Pamela M. Kato, EdM, PhD Owner, P. M. Kato Consulting
    2. 2. My Background Harvard and Stanford trained Health Psychologist Founding President and CEO of HopeLab, led development of Re-Mission Current Owner of P. M. Kato Consulting
    3. 3. Healthcare ChallengesAcute Care Model  Chronic Care Model Chronic diseases Aging population Prevention Patient Safety
    4. 4. Behavioral ChallengesEffective treatments will have no impact on healthoutcomes if people fail to use themThere are no immediate rewards for engaging inpreventive health behaviors
    5. 5. GamingBooming industry The global videogame market will grow from $67 billion in 2012 to $82 billion in 2017 (DFC Intelligence)One in three Europeans plays video games regularly(Interactive Software Federation ofEurope, Consumer Research 2008)People play video games because….
    6. 6. The 2011 Essential Facts About the Computer and Video Game Industry was released by the EntertainmentSoftware Association (ESA) at E3 2011.
    7. 7. The 2011 Essential Facts About the Computer and Video Game Industry was released by the EntertainmentSoftware Association (ESA) at E3 2011.
    8. 8. A Serious GameA game that is designed for education and trainingusually on a digital platform
    9. 9. Games for HealthInnovation Passive Patient  Patient Empowerment
    10. 10. The Fun Theoryhttp://youtu.be/2lXh2n0aPyw
    11. 11. Games AddressingChallenges Chronic diseases Aging population
    12. 12. Cancer Since the 1980’s video games have been shown to be effective in healthcare in managing pain and nausea related to treatment Video games improve management of nausea and conditioned nausea in pediatric oncology.Redd WH, Jacobsen PB, Die-Trill M, Dermatis H, McEvoy M, Holland JC. Cognitive/attentional distraction in the control ofconditioned nausea in pediatric cancer patients receiving chemotherapyJ Consult Clin Psychol. 1987 Jun;55(3):391-5.
    13. 13. http://youtu.be/kjLdu7SEMNs
    14. 14. Treatment AdherenceEffective cancer therapies exist but adolescents andyoung adults were not benefitting (Archie Blyer)
    15. 15. Re-Mission RCT Researchn=374 young people with cancer34 medical centersDesign Control game vs. Control game + Re-MissionPrimary outcome = Adherence to treatment
    16. 16. Results
    17. 17. Adherence
    18. 18. Re-Mission Today• Available at www.re-mission.net• Over 200,000 copies distributed world-wide• Follow-up research showed that interactivity responsible for improved motivation to adhere• Re-Mission 2 scheduled for 2013Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During aSerious Videogame. PLoS ONE.
    19. 19. Asthma Improved knowledge, self-efficacy to manage illness, and increased social support after 1 month of play (not randomized) RCT showed increase in self-efficacy with game and decrease in self-efficacy with educational videoLieberman, D.A. (2001). Management of chronic pediatric diseases with interactive health games: Theory andresearch findings. Journal of Ambulatory Care Management, 24(1), 26-38.
    20. 20. Diabetes Improved knowledge, communication and self-efficacy to manage illness Reduced urgent care visits related to diabetesBrown, S. J., Lieberman, D. A., Germeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational videogame for juvenile diabetes: Results of a controlled trial. Medical informatics, 22(1), 77-89.
    21. 21. Mental Health
    22. 22. Depression • N=187 ages 12-19, seeking help for depressive symptoms • SPARX vs. traditional therapy for 4 to 7 weeks • Higher remission in depressive symptoms (44% vs. 26%) with SPARX • Mean reduction in depressive symptoms and response rates no different from traditional therapyMerry S, Stasiak K, Shepherd M, et al. The effectiveness of SPARX, a computerised self help intervention foradolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ 2012;344:e2598.
    23. 23. Exergames with the Elderly• N=19 seniors (ages 63-94)• Play for 35 mins, 3x/week for 12 weeks (84% adherence) • Reduced depressive symptoms (QIDS) • Increased mental QOL (SF- 36) • Improved neurocognitive status (RBANS) D. Rosenberg, C. A. Depp, I. V. Vahia, J. Reichstadt, B. W. Palmer, J. Kerr, G. Norman, and D. V. Jeste. Exergames for Subsyndrom Depression in Older Adults: A Pilot Study of a Novel Intervention. American Journal of Geriatric Psychiatry, 18(3), 221-226, 2010.
    24. 24. Games for Stroke Rehab
    25. 25. Strengths and Weaknessesof G4H• Willingness to invest in • Not willing/able to invest in production research or marketing/distribution• A handful of studies support effectiveness • Not enough research• Potential to address challenges • Can’t ask “how” they work until you know “if” they work in healthcare
    26. 26. Threats and Opportunities• Scant evidence for cost- • May be an economical way to effectiveness promote health • Rising costs if regulatory commissions are involved • People are more digitally connected, data sharing is easier• Lack of a proven sustainable which could promote business model commercialization• Getting stuck in games as a • More and more serious games cottage industry with a reputation companies are being established for lousy production values • Gamers are getting old!• Difficult to engage elderly population • Gamification
    27. 27. Gamification• The application of game design and game mechanics outside of an immersive game to increase engagement • Loyalty programs • Exclusive membership • Badges • Points
    28. 28. Conclusion Research findings are promising but a majority of games for health are not evaluated or studied to improve the field Marketing and distribution needs to be planned for from the beginning Gamification can be a positive way to supplement and work with games to sustain behavior Let’s work together for continued success!
    29. 29. Thank you!E-mail: pamela.kato@yahoo.comTwitter: @pamkatoBlog: pamkato.wordpress.com

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