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Digital Health and Gamification

This presentation was delivered at the inaugural conference of the International Society for Digital Medicine in Nanjing on June 19th. The presentation features digital health and gamification applications from GAETSS partners including Milan Based Imaginary and UK personal health management specialists, Spirit Healthcare.
Modern Lifestyles represent one of the biggest health challenges to modern society. The combination of higher standards of living, extended life expectancies and falling birth rates has led to a cocktail of medical problems that affect, in different ways, all age groups whether it be childhood obesity, diabetes and cardiovascular problems in adults or physical and cognitive decline in the elderly. These challenges, and the decline in the relative percentage of people in employment means that the public and private health services are facing a demographic time-bomb which, without intervention and effective strategies is likely to cause serious social and economic disruption.

This presentation examines the potential of wearable devices, gamification, artificial intelligence and big data used in digital health and wellbeing applications to have a positive impact on public health as well as facilitating new relationships between citizens and healthcare providers for personal health management and improved lifestyle behaviours.

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Digital Health and Gamification

  1. 1. Digital Health and Gamification How Technology and Gamification can support Physical and Mental Well-Being in the Ageing Society Nanjing June 2016
  2. 2. Topics  Background and Introduction – the Ageing Society  The Challenge of Lifestyle Related Conditions  Gamification theory and practice  Digital Health and Gamification in Practice  Practical Case Studies  Project Results  Conclusions  Acknowledgements
  3. 3. The Ageing Society
  4. 4. The Ageing Society and Health
  5. 5. The Message Lifestyle Related Conditions are the most important cause of premature death and actions which influence healthy lifestyles should be adopted as early as possible in your life
  6. 6. The Transition from Cure to Prevention It’s quite clear that the best chance we have for increasing our life spans and overall improving our health is to adjust our personal behaviours and to do so at an early age. 6
  7. 7. The Challenge of Lifestyle Related Conditions One of the consequences of a convenient and easy access to our daily wants and needs is a decline in the physical and mental challenges necessary for our lifelong development and health maintenance. It is difficult to influence lifestyle behaviours when the consequences of poor lifestyle choices are not immediately reflected in your perceived health condition
  8. 8. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..
  9. 9. Gamification and Digital Health Leveraging Disruptive Technology to Address Global Challenges
  10. 10. Digital Health Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  11. 11. Gamification Theory and Practice  The application of game psychologies and mechanics within non-game sectors  Engagement, motivation, skill development, understanding, influencing behaviour  Measurement and feedback  Competition, team working, social connections and Community building  Self-efficacy is critical to health behaviours  User-centred design
  12. 12. Digital Health and Gamification in Practice  Wearable technologies personal case study  CliniTouch System for Chronic Conditions  Buddy Band and SPORTIVATE Walk around the World  Rehab@Home for rehabilitation and patient monitoring  DOREMI for developing healthy active ageing  PEGASO influencing healthy lifestyles in teenagers
  13. 13. Personal Case Study
  14. 14. An Approach for Better Personal Health Gamification Digital Health Technologies
  15. 15. SPORTIVATE Walk Around the World
  16. 16. Clinitouch Management of Chronic Conditions from Home Significant reduction in hospital admissions for COPD Trial The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month period was £117 550.
  17. 17. Rehab@Home Project  Rehabilitation exercises after stroke or physical injury  Uses Microsoft Kinect to provide customised exercises  Feedback to both patient and medical practitioner  Avoids travel and expensive use of facilities  Personalised exercise routines  Win-win scenario
  18. 18. DOREMI Project  Promotes physical and cognitive wellbeing and independence  Focus on physical activity, good diet, social support and mental stimulation  Range of applications on tablet computers with mental and physical exercise  Provides valuable feedback data to clinicians and carers  Gamification provides both mental stimulation and motivation for physical activity
  19. 19. Pegaso Project  Targets obesity in young people  Encourages healthy eating and exercise  Uses a pervasive game developed by Imaginary  Combines wearable sensors, food diaries, companion messaging and gamification strategies  Game mechanics co-designed with teenage focus groups – “Zombies Attack Game”  Short-term intervention leading to long-term lifestyle changes
  20. 20. Project Results  CliniTouch – The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month period was £117 550. – Patient feedback suggested patients were more knowledgeable about their condition, more confident in managing it and motivated to change behaviour in a positive direction as a result of being involved in the intervention.  Rehab@Home – 15 patients ( 5 post-stroke and 10 multiple sclerosis) – Improvements in exercise tolerance and fine use of hand – Positive feedback from participants  Pegaso – 28 Adolescents (10 Italian and 18 Spanish) – Preference for reward system for good behaviour – Differences in cultural preferences for game mechanics  DOREMI – 8 Focus groups (4 in Italy, 4 in UK) – Normal or mild cognitive impairment, 4-8 people per group, aged 65-80 – Iterative user-centred design proved most effective – Important to consider age-related visual decline and manual dexterity – 3 key principles (meaning to participants, mastery for game flow and autonomy)
  21. 21. Conclusions  Common themes of Gamification and Consumer Digital Health Technologies  Reduction in hospitalisation and clinician workload  Potential to protect healthcare provision for future generations  Use of Key Digital Health Performance Indicators and Game Psychology  Pegaso emphasises exercise and eating behaviour in adolescents critical for avoiding health challenges in later life  Rehab@Home illustrates the potential of consumer games technologies for patient and clinician empowerment and collaboration  DOREMI shows that older people will accept appropriate games that can reduce the burden of cognitive and physical decline  Medical professionals should play a key role in emerging health ecosystems that build win-win relationships with all sectors of society to prevent the potential melt-down of public health services arising from lifestyle related medical challenges
  22. 22. Acknowledgements This work has been supported by the European Commission under the collaborative projects Rehab@Home, DOREMI and PEGASO all funded by the European Commission under the Seventh Framework Programme
  23. 23. Contacts imaginary_italy imaginarysrl Piazza Caiazzo,3 20124 Milano PH. +39 02 89458.576 FAX +39 02 89458.695
  24. 24. Example Videos on Youtube
  25. 25. RehAbility
  26. 26. Pegaso
  27. 27. DOREMI
  28. 28. Smart Hospital
  29. 29. Gear-Up Game