Health 2.0 Developer Challenge – MemVu SubmissionThe Problem There are over 5.4 million people in America living with Alzheimer’s1. Accordingto the Alzheimer Association, “unless something is done, the costs of Alzheimer’s in2050 are estimated to total $1.1 trillion (in today’s dollars). Cost to Medicare andMedicaid will increase nearly 500%.” Additionally, there are enormous emotional andfinancial tolls it takes on the caregivers of those suffering with the disease. They statedthat, “In 2011, 15.2 million family and friends provided 17.4 billion hours of unpaid careto those with Alzheimer’s and other dementias – care valued at $210.5 Billion.” In reviewing the literature, we see that cognitive stimulation therapy has beenused for decades in an effort to support those suffering with dementia. In one particularevidence-based program, researchers were able to show statistically significantimprovements in the areas of cognition and quality of life through cognition stimulationtherapy.2 The expected outcomes from playing our innovative brain fitness games includedemonstrating an improvement in mood of the player, increased socialization, andenhanced facial recognition of family members by the player suffering with dementia.Additional measured and reported benefits are also anticipated for the family caregiversand healthcare professionals (occupational therapists, speech therapists,recreational/activity directors, geriatric care managers and in-home care companyproviders) administering the therapy.Design, Usability and Intuitiveness of Application BestHomeHealthCare.com, Inc. is a Cleveland based company focused onimproving care of the elderly. We have developed a prototype that would allow for photo
Health 2.0 Developer Challenge – MemVu Submissionsharing and the use of photos in a brain fitness/exercise program where the familypictures are loaded into various exercise templates on a web based platform calledMemVu.com. These photos are then turned into game pieces where the player mustidentify the person and how the person is related to them or the photos can be used as partof an online photo puzzle, or a matching game in a timed environment. Other gamesunder development would assist with, currency recognition (identify and understand thevalue associated with money) and way finding (ability to find your way home). Theselatter two games are designed for caregivers to use with Alzheimer’s or Dementiapatients living at home. MemVu has three primary goals: to create innovative and engaging brainexercises, to get families involved and connected, and to compile de-identified data forresearch. So far, we have received positive feedback on the initial two prototype games,the personalized aspect of the program in particular. With game pieces created fromfamily photos, it also provides the caregiver, friends, and family members of the playerthe opportunity to become engaged and interact in a way that is fun and relaxing. We hope through this information, healthcare professionals and family caregiverswill be able to better manage their care of their loved ones in fun and enjoyable way!Gamification In making brain fitness more fun and interactive, we have added the ability toincorporate friends, family, pets, etc. to the games. For people suffering with dementia,reinforcing these relationships has two main benefits. First, familiarity in the form ofpictures can improve mood among dementia patients. The second benefit is for the
Health 2.0 Developer Challenge – MemVu Submissionfamily caregivers. Through the game, families and friends are able to participate in thecare of their loved one by sharing the process of reminiscing with photos. Additionally,by reinforcing the relationships through photos, we intend to measure the manner inwhich the loved one with Dementia is able to recognize them better when they come tovisit after playing MemVu. There are also generic games built into the program but having the option to make ameaningful choice increases the benefits of playing the game while reinforcing humanrelationships.Data Generation The potential for data generated by MemVu is virtually endless as the ability tocustomize the data generation and the games used for that generation has no limit! Thedata collection opportunities with MemVu are also personalized to the individual playerlevel. Each time a game is played, it is date and time stamped and the results are recorded.Additional measurements include: right vs. wrong answers, time to answer correctly, timeto answer incorrectly, number of answers completed, and total game play time. This dataallows the healthcare professional to measure results over time in the areas of reactiontime, decision-making, and facial recognition. The goal in collecting data is to demonstrate an enhancement of brain fitness,mood, and facial recognition of loved ones with the ability to track additional types ofdata as more games are developed in the areas of way finding and currency recognition. Above the individual level data collected each time a game is played, we areworking on acquiring beta testers to be able to collect additional information about the
Health 2.0 Developer Challenge – MemVu Submissionoverall impact of MemVu. During the beta phase, we will be analyzing data on threelevels: player, family caregiver, and healthcare professional. On the player level, we will be assessing mood, memory, and comfort withtechnology. Our logic model where the Practitioner is a healthcare professional asdefined previously is below: MemVu Logic Model February, 2013 Distal Patient Outcomes Player mood improves Increased in family/staff recognition Player increase the amount of time Player scores Player respond Intermediate Patient Outcomes increase to photos spent playing the game. Initial Patient Outcomes Player understanding the technology Player understanding the game Intermediate Practitioner Outcomes Develops and keeps to a schedule to repeat sessions with players Initial Practitioner Outcomes Practitioners to understand why the game helps and how to best utilize the tool. Outputs Beta Testing Sites MemVu to gain funding through grants and investors. Practitioners to receive Inputs/Activities training on how to use games. Patients/Residents to play games. Need People with early onset Dementia, Alzheimer, or brain injuries have a need to continue exercising their brain to promote brain fitness.On the family caregiver level, we will be assessing their level of involvement in the careof their loved one, their perception of their mood, and their interpretation of theircomputer skills. For the healthcare administrator, we will be having them assess theplayer’s mood pre/post play and evaluate their experience of administering the games.
Health 2.0 Developer Challenge – MemVu SubmissionBenefits to Existing Data Sets Before game play is to begin, an assessment of the player’s mood and mental stateis taken. In utilizing the Mini-Cog assessment tool, a measure of dementia, we are able tocollect baseline information about the player’s current mental status. Depending on theresults, a need to administer a MMSE could arise. Results of these tools can beincorporated into dementia and mental health data sets. Once play begins, the data MemVu is able to collect (and is continued to updatedand further customized based on needs) through game play provides a couple of avenuesfor incorporation into existing data sets. First, a measure of family and social support canbe accounted for, as the caregivers are a necessary piece to ensuring the success of thecustomized game play. Second, through interaction with the administrator of game playand the player we can use tools to look at the effects of living in a nursing home onsocialization and feelings of isolation.Community Deployment Approach According to an article, published by A. Spector, 2003, “communication is afactor that is likely to deteriorate in individuals moving into residential care.” 2 A definitebenefit to the community is the increased family and social support that the elderlyplaying our games will receive. Furthermore, there are three levels of engagementhappening: player, caregivers, and therapists administering the therapy. In order to deploy MemVu into the community, an individualized approach willbe taken with each type of facility that provides brain fitness support to their constituents.When we begin the process with a long term care facility or home care company ofincorporating MemVu into their care plans, we are creating a partnership. This type of
Health 2.0 Developer Challenge – MemVu Submissionapproach is crucial due to the variations in need between residential nursing homes,assisted living facilities, home care nurses or aides, and other types of services providedto the aging population. By taking this approach, we are able to customize data reportingfor the needs of the organization while also being able to take an omniscient view of thedata as a community to measure the impact of MemVu on the fore mentioned areas ofobservation.Strategy for Future Move to Tablet Through our research, we have already determined that the ideal platform forplaying MemVu is on a tablet for one on one engagement. Because of the nature of datacollection and administration of MemVu, it would not be ideal to have this available on aphone since the images would be too small. We have found that execution of MemVu ona tablet it the ideal format for administrators and players. Once we begin our beta testing and determine the features and benefits that will bemost useful to the healthcare professionals, family caregivers, and players, we will beginto incorporate these desired functions into an app for use on a tablet platform.Resources 1. Alzheimer Association Fact Sheet. March 2012. Retrieved February 16, 2013. http://www.alz.org/documents_custom/2012_facts_figures_fact_sheet.pdf 2. Spector, A.; et al. Efficacy of an Evidence-based Cognitive Stimulation Therapy Programme for People with Dementia: Randomized Control Trial.” The British Journal of Psychiatry. 2003. 183, 248-254.