3 Major Trends in Healthcare: Social, Mobile and Games
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Keynote by Qubop cofounder Chia Hwu at Ideagoras Conference on Social Media in Healthcare and Wellness, Madrid, Spain. (November 17, 2011)

Keynote by Qubop cofounder Chia Hwu at Ideagoras Conference on Social Media in Healthcare and Wellness, Madrid, Spain. (November 17, 2011)

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3 Major Trends in Healthcare: Social, Mobile and Games Presentation Transcript

  • 1. THREE MAJOR TRENDS IN HEALTHCARE: SOCIAL, MOBILE, AND GAMES CHIA HWU @CHIAH QUBOP INC. IDEAGORAS, MADRID, SPAIN 2011Thursday, November 17, 2011
  • 2. 1. SOCIAL IS UBIQUITOUS 2. RISE OF MOBILE 3. GAMES VS. GAMIFICATIONThursday, November 17, 2011
  • 3. 1. SOCIAL IS UBIQUITOUS 2. RISE OF MOBILE 3. GAMES VS. GAMIFICATIONThursday, November 17, 2011
  • 4. CHANGE IS CONSTANT Ideagoras 2009 or only 3 years agoThursday, November 17, 2011
  • 5. SOCIAL IS BIG * Facebook Twitter * 2 years ago, 300 millionThursday, November 17, 2011
  • 6. HEALTH-SPECIFIC SOCIAL *Thursday, November 17, 2011
  • 7. WHAT WORKS 1. GIVE PEOPLE INFORMATION 2. LEVERAGE EXISTING COMMUNITIES 3. ALIGN BUSINESS NEEDS WITH COMMUNITY INTERESTThursday, November 17, 2011
  • 8. 1. SOCIAL IS UBIQUITOUS 2. RISE OF MOBILE 3. GAMES VS. GAMIFICATIONThursday, November 17, 2011
  • 9. MOBILE IS BIG SMARTPHONE USERS (MILLIONS) MOBILE APP SALES ($BILLIONS USD) 300 15 303 $15.0 200 10 174 143 100 5 $5.2 60 0 0 2010 2011 2010 2011 US WORLDWIDE (AND GETTING BIGGER)Thursday, November 17, 2011
  • 10. CLINICIAN SMARTPHONE PLATFORMS 80% 84% OF U.S. DOCTORS 60% 40% WILL HAVE A SMARTPHONE BY 20% THE END OF 2011 0% IPHONE ANDROID BLACKBERRY OTHER SOURCE: APTILON, MANHATTAN RESEARCHThursday, November 17, 2011
  • 11. CLINICIAN TABLET PLATFORMS 38% OF U.S. DOCTORS WINDOWS 12% ANDROID 9% WILL HAVE AN IPAD BY THE END OF 2011 59% OF DOCTORS WITH AN IPAD IPAD 79% CURRENTLY USE IT FOR MEDICAL TASKS PREFERRED TABLET PLATFORM SOURCE: APTILONThursday, November 17, 2011
  • 12. MOBILE VS. COMPUTER INTERNET ACCESSThursday, November 17, 2011
  • 13. WHAT DOES WORK? 1. SOCIAL 2. CONCRETE FEEDBACK LOOPS 3. COMMUNITY 4. EXPERIENCE DESIGN 5. NO DATA ENTRYThursday, November 17, 2011
  • 14. THE MOBILE APP USER LIFE CYCLE -38% 1 DAY -50% 1 WEEK -90% 6 MONTHS SOURCE: FLURRYThursday, November 17, 2011
  • 15. 1. SOCIAL IS UBIQUITOUS 2. RISE OF MOBILE 3. GAMES VS. GAMIFICATIONThursday, November 17, 2011
  • 16. GAMES ARE BIG $60 BILLION WORLDWIDE 2009 69% PLAY VIDEO GAMESThursday, November 17, 2011
  • 17. WHAT IS GAMIFICATION?Thursday, November 17, 2011
  • 18. GAMES WORK, GAMIFICATION DOESN’T.Thursday, November 17, 2011
  • 19. NINTENDO WII FIT Nintendo: Wii Fit software $2.0B (2009, cumulative)Thursday, November 17, 2011
  • 20. FOLD IT: SOLVING PUZZLES FOR SCIENCEThursday, November 17, 2011
  • 21. REMISSION: A GAME FOR CANCER PATIENTSThursday, November 17, 2011
  • 22. ZOMBIES RUN!: A MOBILE RUNNING GAMEThursday, November 17, 2011
  • 23. WHY MOBILE GAMES? BY THE NUMBERS IN 2011 250M 250M 200M 200M 150M 150M VS. 100M 100M 50M 50M 2005 2006 2007 2008 2009 2010 2011 2005 2006 2007 2008 2009 2010 2011 IOS (ALL) ANDROID PS3 XBOX 360 WII (CUMULATIVE WORLDWIDE USERS IN MILLIONS)Thursday, November 17, 2011
  • 24. THE FUTUREThursday, November 17, 2011
  • 25. THANKS! CHIA HWU CHIA@QUBOP.COM TWITTER: @CHIAH WWW.QUBOP.COMThursday, November 17, 2011