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GAMIFYING HEALTHY AND SMART CITIES
Antti Kotimaa
WHO European Healthy Cities Networks
Annual Business and Technical Conference
24-26 June 2015, Kuopio, Finland
customer orientated
innovations
real life issues
Challenges
DEMANDS
COSTS
PATIENTS
CITIES
CITIZENS INSTITUTIONS
SERVICESHEALTH TECHNOLOGY
GAMIFICATION
HEALTHCARE SYSTEMS
The strategy for Social and Health Policy states equality,
participation and health support. The objective is to support
social welfare, health care and activate citizens.
Digital innovations
• Mobile devices to access medical information, self
monitoring etc.
• Connecting other devices to e-records
Quantifying self
• sensors or readily available tools
• less need for professional care
Finland – World’s eHealth forerunner
The strategy for Social and Health Policy
equality
participation
health support
Digital innovations
• medical information, self monitoring etc.
• Connecting other devices to e-records
Quantifying self
• sensors or readily available tools
• less need for professional care
Finland – World’s eHealth forerunner
objective
social welfare
health care
activate citizens
The Games for Health
• new innovative services and solutions for
health promotion
• public health challenges
• affordable healthcare
The City of Kuopio
• public-private partnership
• new, open and innovative solutions and
approaches.
Gamifying cities
The City of Kuopio uses cross-sectoral collaboration
• motivate different user groups to achieve health
benefits
• reduce inequalities
Games and game-like elements bring health benefits
• effects on education, agriculture, commerce,
governance and social determinants of health
Real-life environments
• new innovations can be tested with real users
• healthcare personnel and entrepreneurs
Games for Health engaging citizens
Game development
• gaming technologies
• community participation
• testing ideas and skills, share experiences
New opportunities for health technology
companies
Open innovation
• a new concept, idea, service
• improves diagnosis, treatment
Health Game Jams fostering open innovations
Global
Network
Innovative
Markets
Companies
Education Research
Funding
Collisions
New Innovations
Start-Up
Infrastructure
Networking and Co-operation
of companies
Digital
Technolog
y
48h
Actual products for companies
Tested in real‐life environments
The Games for Health Finland ecosystem
• Health Game Jams
• e-health records and public data sources
Encourages gamified eHealth solutions to be integrated into Taltioni – Finnish
Health account.
• Health Kuopio –mobile service linked to Taltioni
• collect, follow, share and use their own health and well-being information
development and testing environments
cooperation
Innovation prototypes
Cities
DEVELOPMENT
TESTING
Cities - platform
USERS
COMPANIES
PUBLIC SECTOR
CITIES
THANK YOU!
antti.kotimaa(at)kuopioinnovation.fi

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Gamifying Healthy and Smart cities who ak2

  • 1. GAMIFYING HEALTHY AND SMART CITIES Antti Kotimaa WHO European Healthy Cities Networks Annual Business and Technical Conference 24-26 June 2015, Kuopio, Finland
  • 2. customer orientated innovations real life issues Challenges DEMANDS COSTS PATIENTS CITIES CITIZENS INSTITUTIONS SERVICESHEALTH TECHNOLOGY GAMIFICATION HEALTHCARE SYSTEMS
  • 3. The strategy for Social and Health Policy states equality, participation and health support. The objective is to support social welfare, health care and activate citizens. Digital innovations • Mobile devices to access medical information, self monitoring etc. • Connecting other devices to e-records Quantifying self • sensors or readily available tools • less need for professional care Finland – World’s eHealth forerunner
  • 4. The strategy for Social and Health Policy equality participation health support Digital innovations • medical information, self monitoring etc. • Connecting other devices to e-records Quantifying self • sensors or readily available tools • less need for professional care Finland – World’s eHealth forerunner objective social welfare health care activate citizens
  • 5. The Games for Health • new innovative services and solutions for health promotion • public health challenges • affordable healthcare The City of Kuopio • public-private partnership • new, open and innovative solutions and approaches. Gamifying cities
  • 6. The City of Kuopio uses cross-sectoral collaboration • motivate different user groups to achieve health benefits • reduce inequalities Games and game-like elements bring health benefits • effects on education, agriculture, commerce, governance and social determinants of health Real-life environments • new innovations can be tested with real users • healthcare personnel and entrepreneurs Games for Health engaging citizens
  • 7. Game development • gaming technologies • community participation • testing ideas and skills, share experiences New opportunities for health technology companies Open innovation • a new concept, idea, service • improves diagnosis, treatment Health Game Jams fostering open innovations Global Network Innovative Markets Companies Education Research Funding Collisions New Innovations Start-Up Infrastructure Networking and Co-operation of companies Digital Technolog y 48h
  • 8. Actual products for companies Tested in real‐life environments The Games for Health Finland ecosystem • Health Game Jams • e-health records and public data sources Encourages gamified eHealth solutions to be integrated into Taltioni – Finnish Health account. • Health Kuopio –mobile service linked to Taltioni • collect, follow, share and use their own health and well-being information development and testing environments cooperation Innovation prototypes Cities

Editor's Notes

  1. Cities are under a great pressure, struggling with growing demands, budget cuts, increasing costs, and increasing number of patients. The same goes with health care systems. We have a lot of innovative health technology, but how to make the best use of those innovations? Cities should be embraced as a platform, where the networks connect citizens with institutions and services openly and with agility. Smart cities integrate digital technologies and gamification with living labs to create customer orientated innovations and resolve real life issues. These virtual communities empower citizens to co-create solutions for their own well-being and for a better society. The usage of games is increasing and the importance of technology in healthcare organizations is changing the way how people interact.
  2. The strategy for Social and Health Policy defines that people are treated equally, everyone has the opportunity to participate, and everyone’s health and functional capacity is supported.  The objective of the strategy is to support the renewal of the social welfare and health care sector and the active role of citizens in maintaining their own well-being by improving information management and increasing the provision of online services. Digital innovations allow citizens to use mobile devices to access their medical information, monitor their vital signs and carry out a wide range of tasks. With mobile devices it is possible to monitor heartbeat, activity, and mood but also connect other devices to electronic patient records to safe blood pressure readings and glucose levels. By quantifying ourselves by using sensors or tools which are readily available to the general public to track and record personal data, we eliminate the necessity for third party hospitals to run expensive tests.
  3. The strategy for Social and Health Policy defines that people are treated equally, everyone has the opportunity to participate, and everyone’s health and functional capacity is supported.  The objective of the strategy is to support the renewal of the social welfare and health care sector and the active role of citizens in maintaining their own well-being by improving information management and increasing the provision of online services. Digital innovations allow citizens to use mobile devices to access their medical information, monitor their vital signs and carry out a wide range of tasks. With mobile devices it is possible to monitor heartbeat, activity, and mood but also connect other devices to electronic patient records. By quantifying ourselves with sensors or tools which are readily available, to track and record personal data, we reduce the need for third party hospitals to run expensive tests.
  4. Gamification in health promotion is about the games cited characteristics and applying technology to promote health by emphasising the prevention of diseases, affecting the lifestyle changes and self-care. The Games for Health is a new emerging field that will provide new innovative services and solutions for health promotion and helps tackle public health challenges from local communities to global networks. With the Games for Health concept an increasing number of people are able to get the affordable healthcare that they need. The City of Kuopio offers a pioneering environment, where the public-private partnership model allows for the development of new, open and innovative solutions and approaches. Combined with the innovative use of the various lines of business and experimentation, we help create new services and products, customer and user-based solutions to real needs.
  5. City of Kuopio uses cross-sectoral collaboration to create innovative solutions that motivate different user groups to achieve health benefits and at the same time reduce inequality. Using games and game-like elements not only bring health benefits but they also have an effect on education, agriculture, commerce, governance and social determinants of health. Real-life environments such as healthcare providers and other community organisations, where new innovations can be tested with real users together with healthcare personnel and entrepreneurs are essential to achieve best results and to get the real user experience.
  6. Weekend game development projects combines health and gaming technologies and community participation to boost health promotion. People from various backgrounds are encouraged to participate and test their ideas and skills, create, share experiences and express themselves in these social game development events. For health technology companies the Jams are an affordable way to find new opportunities for their products and a way of doing fast prototyping and involving end users as well as customers in development. By taking the target group along, developers get the best feedback of the usefulness of their innovations. In the field of healthcare, an open innovation is an introduction of a new concept, idea, service, product, or process that improves diagnosis, treatment, information, outreach, prevention and gathering of knowledge.
  7. Therea are many prototypes created in the Health Game Jams, some of them have developed into actual products fro companies. They have been tested in real‐life environments, such as healthcare organisations and schools. The Games for Health Finland ecosystem is working on making the Health Game Jams a continuing, permanent event. We also aim at connecting the Finnish nationwide e-health records and public open data sources. Encourages gamified eHealth solutions to be integrated into Taltioni – Finnish Health account. The Health Kuopio is a mobile health service linked to Taltioni. It allows user to collect, follow, share and use their own health and well-being information. Cities have an important role of providing authentic development and testing environments to the ecosystem in cooperation with the users, companies and the public sector.
  8. The cities have an important role of providing authentic development and testing environments to the ecosystem in cooperation with the users, companies and the public sector.