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30 years of tech use wp health template


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30 years of tech use wp health template

  1. 1. Testing…<br />Subtitle…<br />30 Years of technology use in workplace health interventions<br />Rikke Magnussen<br /><br />Researcher, <br />Steno Health Promotion Center,<br />Novo Nordisk<br />Copenhagen, DK<br />
  2. 2. Last played...<br />
  3. 3. Types of games I develop/study:Science games with mixed physical and computer-based activities<br />
  4. 4. Types of games I develop/study:Game-like technology innovation education<br />
  5. 5. Overview<br />Review<br />Part of a longer study: selected articles reviewed from 3 perspectives<br />1) health psychology, 2) management and organization, 3) technology use<br />Reviewing technology use in the largest workplace health studies 1980 - 2010<br />Purpose<br />To understand where the new possibilities are in using games and health promotion technologies in workplace health projects<br />As inspiration for two large health promotion projects in Copenhagen <br />Methods<br />search, selection criteria, <br />Results – model<br />Model<br />Examples of categories of tech use<br />Future perspectives<br />which type of games, projects and technologies could be developed in future projects?<br />Use two projects as examples<br />
  6. 6. Innovative health promotion exhibitions engaging families in local communities<br />Participant development of health activities in multiple local settings of advantaged and disadvantaged families<br />Possible settings: neighborhoods, workplaces, schools<br />Game and health promotion technologies linking the various settings<br />
  7. 7. Project: Changing bus drivers health<br />Bus drivers – a group with high risk behavior - smoking, overweight ect.<br />3 year long research and development project<br />focus on how education and workplace structural changes can motivate drivers to take action on changing their lifestyle<br />How can we use technologies such as games or self monitoring technologies to create changes?<br />
  8. 8. What creates sustainable health changes in large groups of participants?<br />Projects that takes place in the multiple settings of peoples everyday life<br />schools, workplaces, family homes<br />Multiple approaches and multiple types of interventions<br />designing physical activities, environmental changes etc.<br />Projects that involves many local stakeholders<br />schools, local authorities…<br />Community-based projects<br />neighborhoods, local sports organizations…<br />Projects that people also benefit socially from<br />Algazy et al., 2010, Green & Tones, 2010, Poland et al., 2000; Jensen, 2009b; Naidoo & Wills, 2009 <br />
  9. 9. Review Methods<br />Search criteria's and data sources: <br />identification of central studies through their mention in WPH reviews from the past 30 years<br />aim to get a versatile – though not exhaustive – overview as opening for a WPH project <br />databases: HSELINE, CISDOC, NIOSHTI, Cochcrane, Occupational health field…<br />key search words: work (worksite or workplace) AND “health promotion” AND review in title, keywords and abstract + published between 1980 – 2010<br />1030 review articles<br />
  10. 10. Review methods – study selection<br /><ul><li>Selection process resulted in: 71 cases and 127 articles </li></li></ul><li>Selected studies<br />IBM - A Plan for life (Fielding J. E (1984))<br />UK Heart Disease Prevention Project (Rose et al , 1985)<br />Johnson and Johnson (Breslow et al, (1990))<br />Dutch Worksite wellness (Maes et al, 1998)<br />CitiBank (Ozminkowski RJ et al (2000))<br />Heartbeat Award/Challenge (Holdsworth,2004)<br />
  11. 11. Review process: reading between the lines<br />Aim was to analyze a broader trend of tech use in major WPH programs - not to detect single studies with focus on tech use<br />Focus on technology use in implementations and not as analytical tool<br />“How has computer-based technology and electronic media been used in WP health interventions during the past 30 years”<br />30 years of technology use – inclusion of electronic media, video films, telephones ect.<br />Lack of detailed descriptions of specific use of technology<br />Eg.: Education or information campaigns?<br />Very little method reflection on use of technologies<br />Aim with using technologies, purposes they were used for, why one technology was used instead of another etc. <br />
  12. 12. Results: Categorizing tech use<br />Technology use categorized into classic types of WPH interventions : <br />Education<br /><ul><li>As a tool used for educational purposes:</li></ul>smoking stop classes, education in nutrition etc.<br /><ul><li>Video films, emails, websites
  13. 13. Individualized education based on computerized HRA's (health risk assessments)</li></ul>Information <br /><ul><li>As a tool for:</li></ul>Providing general Information on health risk behavior<br />Recruitment of participants<br />Promotion of health programs or services<br /><ul><li>Mass media, radio, video films, emails, websites
  14. 14. Individualized information based on computerized HRA's</li></li></ul><li>Results: Categorizing tech use<br />3. Counseling & follow up<br /><ul><li>As a tool used in counseling </li></ul>Nutritional issues, changing daily habit, raise level of physical activity<br /><ul><li>Two groups of uses:</li></ul>Computer generated individual health reports (HRA's) with screening results, individual health risks and suggestions for lifestyle changes “women's magazine”<br />Remote counselling, hotlines <br />4. Supporting organization of physical activity<br /><ul><li>Few but interesting examples of tech use</li></ul>web-based wellness program - combination of use of pedometers and a web-based program where participants can compare progression and compete on results of physical activity <br />Use of electronic media in participant planning of exercise classes<br />5. Environmental changes<br /><ul><li>Changing the environment or facilities at workplace
  15. 15. Few not so interesting examples</li></ul>video information installations<br />Electronic media used for educating participants in how to change the social and physical environment by changing individual behaviour and worksite norms to e.g. smoking. <br />Cross-over tech use. <br />
  16. 16. For individualizing information on health condition and health risks <br />(computer generated HRA reports)<br />15viii, 21, 32, 33, 35 <br />For distribution of health information and/or promote health behavior<br />2vii, 9iv, 11i, 11ii, (18ii), 26, 30, 66, 69 <br />For advising participants on, or create awareness of, program services or components<br />5i, 14ii, 19ii <br />For recruiting participants or introducing to health program content <br />3ii, 22, 27, 51,70 <br />For creating awareness of heath activities in working environment. <br />22, 27 <br />As a virtual setting and/or tool for participant planning and sharing of information on own physical activity and/or other health activities<br />30, 44<br />Information<br />For distribution of health information in working environment<br />4i, 4iii<br />For assisting participation in co-design of physical activities <br />4i <br />Physical activity<br />Environmental changes<br />Technology in workplace health promotion interventions<br />For health education in working environment<br />7iii<br />For interventions aimed at changing the social and physical environment by changing individual behavior and worksite norms to eg. Smoking<br />9iii <br />For remote counselling or consultations<br />2vii, 5i, 14ii, 15i, 15iv, 15vi, 23, 30, 39, 43,, 56, 59 <br />Education<br />Counselling<br /> For individualizing counseling (HRA, computer generated survey results) <br />4iii, 15viii, 34, 50, 62 <br />As counselling tool<br />17i<br />For individualizing information on health condition and health risks with an educational aim<br />25, 34<br />For health education, nutrition, anti-smoking etc.<br />2vii, 4iii, 7i, 7iv, 9iii, 9vi, 11iv, 15i, 17ii, 51, 64<br />As a virtual setting and/or tool for individualized education<br />44<br />
  17. 17. Overall results<br />Most frequent use of computer based technology and electronic media have been in interventions that involve <br />education, <br />information distribution<br />counseling. <br />Fewer studies where technology is used as a tool in<br />structural changes of working environment<br />physical activities<br />Little methodological reflection on what these tech tools contribute with <br />Great potential in thinking in new types of categories.<br />
  18. 18. Perspectives<br />What can games and play technologies contribute with?<br />Which type of games, projects and technologies could be developed in future projects?<br />new versions of old approaches eg. remote counseling<br />cross- category technologies?<br />Suggestion to up scale of the health promotion technology field: understanding how we can use games to link the many settings of peoples everyday life.<br />Understanding how games and technologies can be used to create new types of settings<br /><ul><li>Think in game and play technologies for both broad and narrow health promotion/prevention interventions
  19. 19. broad development and networking tools + small games for education or physical activity</li></li></ul><li>Possible games and play technologies<br />
  20. 20. Results<br />