MHealthcon 2011 Present - Douglas Goldstetin on Engagement Through Gaming

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Douglas Goldstein, eFuturist, presentation at mHealthcon 2011 on the "power of fun" in wireless health

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MHealthcon 2011 Present - Douglas Goldstetin on Engagement Through Gaming

  1. 1. Engagement through Gaming & Gamification © All Rights Reserved
  2. 2. Let’s Explore… Context & Story = _______________ Gaming & Gamification What…Who…Why Health eGames Examples Digital Engagement 4 Wellness Mobile…Gaming…Gamification…Social Media Supporting Evidence DiscussionNote: This handout provides highlights of the upcoming talk on November 3 2 © All Rights Reserved
  3. 3. Context… 3 © All Rights Reserved
  4. 4. Context… Our Silos it’s really about… 4 © All Rights Reserved
  5. 5. Story - Sweating with Video Games Wii What??? My Kids Sweating over Video Games!!! 5 © All Rights Reserved
  6. 6. Story - 20/20 Vision for 2020 6Source: Medical Informatics 20/20: Quality & EHRs through Collaboration, Open Solutions and Innovation,Douglas Goldstein & Peter Groen, Jones & Bartlett Publishers, 2007 © All Rights Reserved
  7. 7. Gaming & GamificationGo to where people are at… 7 © All Rights Reserved
  8. 8. Leaders Using Games to Connect with Customers 8 © All Rights Reserved
  9. 9. Gaming DefinitionA video game is an immersive experience involving interaction and feedback through electronic devices , video screens and human direction and decision makingElements: World Storyline Actors / Avatars Game Design Sensory Stimulation & Interactivity Decision making 9 © All Rights Reserved
  10. 10. Video Games Genres AAA Video Games -  Health eGames Console  Exergames  Action – First Shooter  Brain Fitness  Action-Adventure  Condition Management  Role Playing  Health Eating Simulation   Serious Games  Strategy  Advergame Casual Games  Edutainment  Board, puzzle, time  Edumarketing management, etc.  News Games  Web portals - Pogo  Training Social Games  Organizational  Simulations  Facebook  Mobile 10 © All Rights Reserved
  11. 11. Rapid Growth Gaming Market – Casual, Mobile & SocialCasual games market growing exponentially - 2010 estimate $13.5B up from $2.2 billion in 2008 • Casual gaming is generally individual playing online or on a mobile device from a few minutes to 20 minutes.Mobile social gaming market is growing 20% a year. Estimated to reach $11.4B in 2011 • 70 to 80% of downloaded apps are games. Source Gartner, May 17, 2010 Wireless and Mobile NewsSocial gaming forecast: estimated $1.5B in 2014 • Social gaming is gaming by a network of people either in an asynchronous or synchronous mode • Social Gaming (on Facebook and other social networks) is a new rapid growth sector in the video gaming industry 11 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  12. 12. Gamification …is turning work into play …builds desired behaviors and skills in a more effective and engaging way …uses game play mechanics for non-game applications and takes advantage of people‟s desire to play games…leverages animation, leaderboards, competition, collaboration and any engaging method Humans of all ages learn through play and games 12 © All Rights Reserved
  13. 13. Gamification Tool Set Achievement Badges Leader Boards Progress Bars Virtual Currency Points Challenges Rewards & Recognition eCoupons 13 © All Rights Reserved
  14. 14. Defined “Game theory is, essentially, a form of mathematics which attempts to predict behavior in any sort of "strategic" environment, whether it be the decisions made by armies on a battlefield, the trends within a financial marketplace, or the growth and development of animal species in certain environments.” Isaac M. McPhee influencing human health behavior to …in health is about stimulate happiness, reduce costs and improve health status Game theory is a mathematical method for analyzing calculated circumstances (games) where a person‟s success is based upon the choices of others.[1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.[2] Game theory is mainly used in economics, political science, and psychology, and other, more prescribed sciences, like logic or biology. Wikipedia 14 © All Rights Reserved
  15. 15. Health eGamingHealth eGames - Key Attributes: 1. Fun and Healthy Entertainment + Benefit 2. Mobile, Multimedia, M2M Sensors Includes traditional sports via electronic monitoring 15 © All Rights Reserved
  16. 16. Market - Gaming / Productive EntertainmentElectronic video gaming is the #1 entertainment industry in the world. Estimated at $76B in 2013 with CAGR of 8.9% Source: The Video Gaming Market Outlook Report, Business Insights. August 1, 2009Productive Entertainment or Health eGames - $6.7B Market in 2008 • Exergames • Condition Management • Nutrition • Brain Fitness • Professional – Serious GamesExergaming market was $6.4 billion in 2008Rapid growth of exergaming continues with Microsoft Kinect, Sony Move & mobile movement gaming Source: Health eGames Market Report – How Video Games, Social Media, Mobile & Virtual Worlds will Revolutionize Health Douglas Goldstein, Andy Donner & Julia Loughran, Physic Ventures & iConecto 2008 16 © All Rights Reserved
  17. 17. People Engaged with Health eGames! Consumers: Health eGames Industry: $6.7 Billion Health &Source: Health eGames Market Report 2008 Productivity Exergames Health eGames Condition Management + $2.3B Health Eating Brain Fitness Social Media Source: HIRC 2007 Wellness Professional + Prevention Behavioral Science Disease Management …Supports Better Health 17 © All Rights Reserved
  18. 18. Examples 18 © All Rights Reserved
  19. 19. 500+ Health eGames Across Care Continuum Well At Risk Acute Chronic Catastrophic Conditions low risk, good inactivity, high Conditions prevalent diseases stress, overweight, severe burns, nutrition, active respiratory, strains and chronic high blood pressure, premature infant, lifestyle and sprains, conditions smoking head injury lacerations 19 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  20. 20. Helping teens fight cancer better & smarter http://www.re-mission.net/site/game/index.php 20 © All Rights Reserved
  21. 21. Well-tainment 21 © All Rights Reserved
  22. 22. Gaming 4 Brain Fitness 22 © All Rights Reserved
  23. 23. Brain Fitness Landscape Market AnalysisEntertainment Type of Offering CD-Rom Science Console Online Computer, CD-ROM, Web Console, Mobile Type of Technology Adapted from: 23 © All Rights Reserved
  24. 24. Mobile Sensors - EverywhereChallenge: Get people moving though fun, casual gamingSolution: Deliver an addictive casual game tied to external movement sensor to engage, entertain and energize players to move more to travel across the world 24 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  25. 25. Diabetes Health-tainmentChallenge: Deliverengagement, funand diabeteseducation and self-managementsupport.Solution: Delivers three diabetes healtheducation games – Solitaire, Diabetes-Quiz, and Matching. All educationalcontent meets ADA standards.Leaderboards, incentives and socialconnectivity components integrated by theplatform can provide a completeentertaining & educational experience. 25 © All Rights Reserved
  26. 26. Stealth Health - Hidden Object & Time Management Categories: Allergy, Asthma & Respiratory Target Market: Mothers with children needing fun & Connect2Care TM 26 © All Rights Reserved
  27. 27. Rehab@Anywhere with Gaming3D Cameras + Video Games + TeleHealth 27 © All Rights Reserved
  28. 28. Digital EngagementFitness & Health is Viral 28 © All Rights Reserved
  29. 29. Reactive to ________________ Past / Present Today / Tomorrow  @Anywhere Care Location Based Care 29 © All Rights Reserved
  30. 30. Meeting Human Needs…Cloud Care… FitnessUnderstanding customers and what they want, even if they don’t know it! 30 © All Rights Reserved
  31. 31. Communities of Care Social Gaming 4 Health Motion Sensors Gamification Active Gaming Gesture Tracking Health eGames Virtual Reality Social ProductiveVirtual Currency Mobile Entertainment Media Video Games Geo Health Leaderboards Augmented Reality Behavioral Connect2CareTM Point of Need Science & Analytics 31 © All Rights Reserved
  32. 32. One Answer… Fitness Games are HOT 70% of Mobile App Downloads Social Games = $$$ are GAMES Your Shape (X360) Fitness Ultimatum new I & II (Wii) 1.3 million Wearable Sensors are HERE (smartphones & 400M others) Mobile…Social Media…EA Sports Active Wii Fit Plus Wii Sports (Wii) Gamification…Analytics (Wii) (Wii) 64.1 million Behavior Change Science 3.2 million 13.2 million Nike + GPS 32 © All Rights Reserved
  33. 33. Finding - Social Gamer Profile is Desirable• 77% of social gamers are between 22 and 59• 40% are between 30 and 49• 54% are women• 38% have children at home• 41% work full-time• 11% are home makers• 79% have some education beyond high school• 80% have income in excess of 25k Source: 2010 Social Gaming Research – Information Solutions Group, Pop Cap 2010 33 © All Rights Reserved
  34. 34. 34© All Rights Reserved
  35. 35. Today – Data Driven FitnessOne million people using Nike+ to track their running & challenge friends anywhere… 35 © All Rights Reserved
  36. 36. as the next key vital signhttp://www.youtube.com/watch?v=vrlmJycNsF8 36 © All Rights Reserved
  37. 37. Research 35+ published studies have been done or are being completed which show that well-designed games can help engage and empower consumers; this leads to higher treatment regime adherence, better overall health, and more clarity in communication with others 50+ online social networks designed to support a variety of health-related issues demonstrate the importance of peer support and information in addition to that of medical professionals 37 © All Rights Reserved
  38. 38. RE-MISSIONFIGHT CANCER 20 levels 7 cancer types Objectives: kill cells, manage side-effects and complications Weapons: chemo, radiation, antibiotics, stool softenerGame developer: 38 © All Rights Reserved
  39. 39. PEDIATRICS AUGUST 2008 RE-MISSION WORKS• Improved treatment adherence - Increase in antibiotic utilization - Blood chemo levels higher• Improved cancer knowledge• Greater self-efficacy Increased belief in ability to control/cope with cancer 39 © All Rights Reserved
  40. 40. RESEARCHRE-MISSION OUTCOMES STUDY Randomized, controlled study of a videogame intervention  374 young people with cancer (13-29 years old)  Any malignancy diagnosis  On treatment > 4 months  34 hospitals  United States, Canada, Australia  English, Spanish, French  Design: control game vs. Re-Mission + control game  Measures: psychological and health outcomes 40 40 © All Rights Reserved
  41. 41. RESEARCHRE-MISSION WORKS Cancer Knowledge Self-Efficacy p = .034 p = .027 70 6.2 Intervention-targeted knowledge (% correct) Cancer-specific self-efficacy (1-7 scale) Re-Mission Re-Mission 65 6.0 Control Control 60 5.8 55 5.6 Baseline Follow-up Baseline Follow-up Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317. 41 41 © All Rights Reserved
  42. 42. RESEARCHRE-MISSION WORKS Antibiotics Chemotherapy: Oral 6MP p = .008 p = .002 40 3.8 Re-Mission 30 Total MEMS Cap Events Plasma 6MP (log10) 3.6 Control 20 3.4 10 0 3.2 Control Re-Mission Baseline Follow-up Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317. 42 42 © All Rights Reserved
  43. 43. DISTRIBUTIONRE-MISSION WORKSGAME DISTRIBUTION Supported in part by:• 145,000 copies• 81 countries• www.re-mission.netMEDIA HopeLab: Video Games for Health Warning: Playing These Video Games May Be Good for Your Health 43 © All Rights Reserved
  44. 44. DiscussionSo…how do we create the future? 44 © All Rights Reserved
  45. 45. Powered with your…Inventions & Innovation Do Not Happen Alone… © All Rights Reserved
  46. 46. Distinctive… New „Idea‟ „Product‟ or „Process‟ that is useful and practical  „different‟  „improved‟ 46 © All Rights Reserved
  47. 47. …depends on teams working smarter and:Engagementwith Game Theory + Collaboration IngenuityTechnology Process Innovation 47 © All Rights Reserved
  48. 48. 48© All Rights Reserved
  49. 49. Intelligent Interactive Involved …will support _ _ _ _ InsightfulInterpersonal _ _ _ _, together! ____ 49 © All Rights Reserved
  50. 50. Harvard Business Press Nov 2009Penguin Press 2011 Douglas Goldstein & Physic Ventures Oct 2008 Financial Times Press Nov 2008 50 © All Rights Reserved
  51. 51. Douglas Goldstein eFuturist…Beyond Theory to Action   Innovator… Lead…Innovate…TransformLatest Books:Health eGames – How Social Media, Video Gamesand Virtual Worlds will Revolutionize HealthMedical Informatics 20/20: Quality and EHRs throughCollaboration, Open Solutions and Innovation Other Recent Publications: •eHealthcare: Harness the Power of Internet e-Commerce & e-Care •Quality, Safety and Cost Effectiveness through Leadership and Health Information Technology •Best of the Net Guides to Health and Wellness and Healthcare and Medicine Douglas Goldstein doug@eFuturist.net 703.626.0798 m www.eFuturist.net © All Rights Reserved

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