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Gamification and Lifestyle Technologies for Personal Health Management

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ECGBL 2015 - European Conference on Games Based Learning Steinkjer, Norway
Lifestyle related conditions such as obesity and diabetes represent one of the most serious challenges to global health which threatens the sustainability of health services. In countries like the UK, there are regular headlines about the likely consequences of growing levels of obesity, especially in children, for future generations. The challenge therefore is to find sustainable practices which tackle this issue successfully and avoid the serious consequences of a breakdown in health services and consequent incidence of avoidable mortality.

There is a general acceptance of the need to change lifestyle behaviours of all ages of citizens but there are a number of important barriers to affecting these changes which include :-
• Lack of motivation and practical inability to change lifestyle
• Lack of awareness and understanding of the consequences of obesity on future health
• Ready availability and attractiveness of fast food with poor nutritional content
• The belief that free health services on demand will be available when needed
• A model for health insurance which does not link premiums to lifestyle behaviours

These factors, coupled with a perception that the Government should take responsibility for ensuring the health of its people, leads to demands for Government intervention on issues such as sugar content in food, penalties for poor fast food provisions and the display of nutritional content on food packaging.

All of these suggested interventions are designed to allow citizens to continue their chosen lifestyle practices without any responsibility for managing their own health.

This situation is increasingly unsustainable and requires interventions which facilitate a shift change in the citizen’s acceptance of more responsibility for personal health and the necessary tools, motivation and incentives to change lifestyle practices in a positive way.

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Gamification and Lifestyle Technologies for Personal Health Management

  1. 1. Gamification and Lifestyle Technologies for Personal Health Management ECGBL 2105 Steinkjer October 2015 David Wortley GAETSS
  2. 2. 2 What is Gamification? Every Human Activity can be Viewed as a Game !!
  3. 3. 3 Games are part of Everyday Vocabulary
  4. 4. 4 Gamification is a Life Skill Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.
  5. 5. 5 The Gamification Lens Strategist Tactician Motivator Coach Skill Ability Motivation Self-Esteem Loyalty Passion Engagement Support Interest Awareness Knowledge Unaware Independent Self-sufficient Growing Influence and Ability to Achieve Goals
  6. 6. 6 The Gamification Cycle Challenge Response Measurement Feedback
  7. 7. 7 Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations
  8. 8. 8 The "A List" Influencers Every Individual responds to different influencers in making decisions or choices
  9. 9. 9 Why Gamification?
  10. 10. 10 The Attention Economy The Next Generation have very different expectations
  11. 11. Global Lifestyle Related Challenges Modern Lifestyle consequences include many negative effects which place increasing demands on available resources and threaten the sustainability of public services for future generations
  12. 12. Global Challenge – Health Obesity, Diabetes, Cancer & Cardiovascular Problems ● Sedentary lifestyle ● Convenience foods ● Comfort eating ● Inadequate exercise ● Couch potato syndrome ● Spectator society
  13. 13. Changing Lifestyles and Consumer Empowerment One of the consequences of this 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
  14. 14. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..
  15. 15. Serious Games and Health Leveraging Consumer Technology to Address Global Challenges
  16. 16. How do we Solve the Problem? ● Develop clinical solutions that prevent or manage these conditions or ● Influence the food industry and citizens through public policy interventions or ● Develop better personal health management solutions and practices 18
  17. 17. Clinical Solutions 19
  18. 18. Public Policy Interventions Taxes & Legislation 20
  19. 19. Public Policy Interventions Awareness and Education 21
  20. 20. Better Personal Health Management 22
  21. 21. Which is the Best Solution? Who will Provide the Solution? 23 Medical Professionals or Politicians or Citizens?
  22. 22. 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. 24
  23. 23. The Same but Different ! My Body is not a Temple it is a Car
  24. 24. Navigating Life’s Journey Life is like a journey from the cradle to the grave. We know the starting point and the final destination and we are aware of the places en route but we have little idea of how long the journey will last and whether the route will be easy or difficult
  25. 25. Our Body is our Journey Vehicle Our body is the vehicle that will take us to our final destination and its condition determines where we are on that journey, the nature of the journey and how long it will last. Most of us do not know or monitor our body’s condition or properly maintain it
  26. 26. Cars before Data Technology We used our human skills to get the best from our vehicles supported by knowledge professionals
  27. 27. Breakdowns and Repair The consequence of this lack of technology in older cars was more breakdowns and a reliance on garages and mechanics to diagnose problems, maintain and repair
  28. 28. Data Measurement and Visualisation Modern cars tell us oil pressure, temperature, speed, range of petrol tank, warn us of any impending problems, tell us where we are and how to get to our destination and compute new routes if we go off track
  29. 29. Lifestyle Technology Transforming Health Management Wearable and embedded technologies change the dynamics of our management like the dynamics of car health management
  30. 30. Where are We and Where can we Go? Wearable and embedded lifestyle technologies provide the tools to manage our health
  31. 31. But how can we change Personal Behaviours? 33
  32. 32. Who will Most Influence Future Health? 34
  33. 33. An Approach for Better Personal Health Gamification Enabling Technologies
  34. 34. Mobile Apps 36
  35. 35. Demonstrable Results Substantial improvements in physical and mental health are achievable
  36. 36. Before and After 2013 2013 Feb 2015
  37. 37. Measurement and Feedback 39Snapshot data Real Time data
  38. 38. Lifestyle Technology Roadmap ● Wearable consumer devices like iWatch to provide advanced health metrics ● Healthcare costs linked to lifestyle behaviours ● Revolution in the healthcare ecosystem ● Use of wearable lifestyle devices for identity applications ● Growth in embedded devices that not only monitor but also control ● The Singularity – Immortality ?

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