Healthcare Gamification


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Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data

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Healthcare Gamification

  1. 1. Healthcare Gamification 1
  2. 2. Ancient Egyptian Hockey 6th Century India: Early version of chess is invented (Chaturanga) China: Cuju (football) of the Han Dynasty 206 BsC- AD220 Timeless Gaming Activity Gamification
  3. 3. what about a business context? The use of game attributes to drive game-like player behavior in a non-game context with predictability Game attributes  game mechanics, game dynamics, game design principles, gaming psychology, player journey, narratives, incentives, etc. Game-like player behavior  engagement, interaction, competition, collaboration, awareness, learning, obsession, and/or any other observed player behavior during game play. Non-game context  work, education, health & fitness, sale & marketing, community participation, civic engagement, volunteerism, goodwill, etc. (anything but a game). Gamification
  4. 4. 5 Games of Numbers Gamification is a hot trends that is expected to grow Significantly over the next few years as companies seek to more fully engage their customer
  5. 5. What is Gamification Using principles of gaming to help drive consumer behavior
  6. 6. 7 Game Mechanics
  7. 7. 8 Game Mechanics
  8. 8. Gamification
  9. 9. enterprise gamification market 10 (in millions) how big is this thing? Gamification $0 $500 $1,000 $1,500 $2,000 $2,500 $3,000 2011 2012 2013 2014 2015 2016
  10. 10. Industries are using Gamification Gamification Selected Game Mechanics as Utilized by Selected Industries
  11. 11. Industries are using Gamification Gamification Gamification Systems by Industry
  12. 12. Industries are using Gamification Gamification Targets of Gamified Systems
  13. 13. Game Mechanics used in Industries Gamification Targets of Gamified Systems
  14. 14. Systems are Applying Gamification System Gamification Targets of Gamified Systems
  15. 15. research Gamification Top Ten Trend for 2012 70% of Global 2000 organizations will have at least one gamified application by 2014. 50% of all social business initiatives will include an enterprise gamification component. 50% of companies that manage innovation and research will use gamification to drive innovation, by 2015. how important is this thing? Source - Deloitte: Tech Trends 2012: Elevate IT for Digital Business. Gamification. Doug Palmer, Aaron Patton. Gartner: Press Release Barcelona, Spain, November 9, 2011; Press Release Egham, UK, April 12, 2011. Constellation Research: Demystifying Enterprise Gamification for Business. R "Ray" Wang. Gamification
  16. 16. fun facts  53% male and 47% female  women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)  average player age is: 30  25% of population is over 50  social games outpace competitive games by 3:1 who plays? Source: Entertainment Software Association: The 2012 Essential Facts About the Computer and Video Game Industry Gamification
  17. 17. badgeville’s client successes  53% male and 47% female  women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)  average player age is: 30  25% of population is over 50  social games outpace competitive games by 3:1  500% increase in comments  140% increase in time spent on site  60% increase in employee engagement what are the results? Source: Badgeville: Gamification
  18. 18. MDA, or Mechanics-Dynamics-Aesthetics, framework. Gamification -MDA Mechanics • Progression • Chance / Randomizer • Physics & Activities • Shell Game • Modifier • Scheduling Dynamics • Rewards • Status • Achievements • Self Expression • Competition • Altruism Aesthetics • Sensation • Fantasy • Narrative • Challenge • Fellowship • Discovery • Expression • Submission Mechanics describes the particular components of the game, at the level of data representation and algorithms Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system. Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time.
  19. 19. GAME MECHANICS SOCIAL MECHANICS REPUTATION MECHANICS Drive, measure, & reward high value behaviors with smart gamification Socialize, recommend, and notify users about contextually rich behaviors Elevate user status across all your communities of engagement what about engagement? engagement mechanics Gamification
  20. 20. what about engagement? elements and tools of gamification Gamification
  21. 21. KILLERS Defined by: A focus on winning, rank and direct P2P competition. Engaged by: Leaderboards, Ranking, Competition, Power SOCIALITES Defined by: A focus on socializing and a drive to develop a network of friends and contacts. Engaged by: Info-feeds, Friends, Chat, Relationships EXPLORERS Defined by: A focus on exploring and a drive to discover the unknown. Engaged by: Discovery, Obtaining Knowledge ACHIEVERS Defined by: A focus on attaining status and achieving preset goals quickly and/or preset goals. Engaged by: Achievements, Pursuit of Excellence Source: Richard Bartle’s 4-Player Classifications. Gamification Personality Types
  22. 22. Benefits of Gamification Source Work Game Anatomy Mid To Low High Collaboration Yes yes Failure Forbidden, Punished , Don’t talk about it Expected , Encouraged, Spectacular, Brag about it Feedback Once a Year Constantly Goals Contradictory, vague Clear Information Too much and not enough Right amount at the right Time Narrative Only if ur Lucky Yes Path To Mystery Unclear Clear Obstacles Accidental On Purpose Promotion Hard work & Reputation / String pulling Meritocracy Rules Unclear, In transparent Clear, Transparent Speed/Risk Low High Status of User Hidden Transparent, Timely Tasks Repetitive , Dull Reparative , Fun Gamification Pros & Cons
  23. 23. Gamification Gamification Facts
  24. 24. Gamification Gamification Facts
  25. 25. Source: Gamification Corp. According to the U.S. Census Bureau, in US, the millennials of Generation Y is comprised of 100 million people (under the age of 18-37) and is estimated to reach 88.5 million by 2020. These numbers are not just unique to the US and in reality, millennials have started playing a crucial and influential role on rebuilding civic life, workplace, and education around the world. What’s most significant about millennials, is that their beliefs vary significantly from the baby boomers of generation X. Gamification Future of Gamification The future is bright. From healthcare to the financial market, government, training and education and the list goes on (and on). Let’s not forget that gamification also takes on other forms such as customer loyalty programs, advertising and business-related gaming.
  26. 26. Source: Gamification Corp. The beliefs of Generation Y will soon permeate the entire workforce and dictate how it will be run. A Pew study described millennials with these following traits that everyone needs to consider: • 43% of Millennials play social games on internet • Nearly 100% are digitally connected & they build their own social environment; they are also coined as “Digital Natives” • They are outcome driven and are not process and multitasking extraordinaires • They are focused on extrinsic life goals and less concerned for others or civic engagement • Overly self-confident, entitlement, and self- absorbed are common personality traits The driving factors of engagement will have to include intelligent responses and civic learning that isn’t limited to mere purposive solution or engagement. Gamification needs to comprehend and embrace the millennial trend in the industry approach. Gamification Future of Gamification
  27. 27. Gamification – Functional Engagement Program Design PREPARATORY STAGE STAGE 1 STAGE 2 STAGE 3 Program Design and Business Model Workshop Business Process and Requirement Design Gamification Roadmap and Product Selection OBJECTIVES Preparatory Stage - Prerequisites METHODOLOGY DELIVERAVLES • Setting expectations • Describing Tools and Checklists • Clarify Question and how they are administrated. • Define Program- Standalone/coalition • Benefits of Program Type • Design Business Mode • Redemption Strategy • Multi Channel promotion & Analytics • Customer Performance Analytics • Customer Satisfaction • Design Detail business process for Entire program Setting expectations • Design Detail business Requirement for Running Gamification program • Design Gamification Roadmap • Handover Requirements • Handover Processes and Roadmap to Product vendor • Product Selection Process • Conducting workshop • Explaining timelines and critical success factors • Conducting workshop with leadership teams • Conducting workshops with function heads • Benchmarking to industry standards • Data collected through workshop translated to business processes • Design requirements documents using global best practices • Prioritizing the Program features to launched in phased manner • Product Select based on feature – product best fit. Questionnaire Business Model and Feature Outline Process Diagram with Meta data Roadmap Sheet STAGE AND DESCRIPTION
  28. 28. ERP SYSTEM Promotion Master Customer Data Enterprise Systems Badge Management User management Rules Management Rewards Points Gaming Layer Program Management Member Communication Analytics Data Warehouse Insight on employee Behavior InfluencePromotion basedonBehaviordata InfluenceGameMetrics basedonBehaviordata Interaction Point • Online • In Office Employee Touch Point Communication Channel • Email • Mails 4 1 2 3 5 6 Define the program rules send it to Customer touch point Customer Complete the Task Customer/ Employee Earn Badges and Rewards Points Display Customer achievement On Leaderboard Communicate with Customer On multiple channel Sharing Customer achievement on social network to help corporate image Social Network 7 Gamification Architecture
  29. 29. Gamification - Ecosystem Data Management & Risk Modeling Labs, Diagnostic center, CRO Health Lifestyle Companies Firms/ Patient Healthcare Product Market Social Networking Sites Insurance/ Finance Provider Health care Providers Gamification Ecosystem
  30. 30. Gamification - Example
  31. 31. Gamification - Example
  32. 32. Gamification Use Case Applying gamification to healthcare and fitness is more common that expected. A recent wave of fitness applications and devices to monitor activities indicates of where gamification will go for the fitness sector. But also the healthcare sector can profit from gamification, as any improvement in a patients healing, or prevention of falling sick, can bring down costs. The following article introduces a wide variety of concepts where gamification has been applied. Helping people understand when to take and how much of their prescription is the goal of the smartphone app. When the player follows the schedule with taking medications and supplements, the application rewards points with. By walking, running and other physical exercises teenagers can earn “point“ and redeem them for toys or gift cards. An accelerometer clipped to the pants monitors the activities. Via USB port the data can then be uploaded and be compared via rankings. The game gives clear goals and sets the steps of what do to achieve them. “diabetes monster” an app regulate the patient by doing the required, regular tasks help diabetes patients in a more playful way to keep the blood glucose under control.
  33. 33. Gamification Use Case • Absolute Milestones • Lack of Progression or Competition • Lack of Motivation • No Feedback mechanism • Lack of Reward & Recognition Drawback of Traditional Healthcare & Wellness program
  34. 34. Gamification Use Case • Onboarding Experience • Improved Engagement By Reward • Leaderboard • Define Mission / Challenge a Buddy • Sharing Success Stories • Monetize Activities • Serious games for wellbeing • Games and Virtual environments for cognitive stimulation and rehabilitation • Ubiquitous interactive designs that promote social inclusion of elderly and people with cognitive disabilities • Ubiquitous games that observe and promote health Advantage of Gamified Healthcare & Wellness program