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Digital services via open innovation
challenge creates new tools for youth
organisations
Tiina Arpola
RDI-advisor
@TiinaArpola
Annual Healthy Cities Business and Technical 3 March 2017, Pécs, Hungary
3.3.2017
2
Games for Health Finland network
promotes health by emphasizing
more on prevention of diseases,
affecting the lifestyle changes and
self-care. Promotion of health,
functionality and rehabilitation and
treatment of diseases need new
business models and technologies.
Games for Health Finland supports
entrepreneurship, rapid
technological experiments and
organizes activating events.
www.gamesforhealth.fi 3
Games for Health Finland
• Gamification in health promotion
means applying game principles and
technologies in prevention, care and
awareness.
• Gamification commonly adapts game
design elements which are used in
non-game contexts to improve for
example user engagement,
organizational productivity, flow,
learning, crowdsourcing, employee
evaluation, ease of use, usefulness
of systems, physical exercise.
www.gamesforhealth.fi 4
Gamification
www.gamesforhealth.fi 5
Challenge: Enhancing the availability, user-orientation and
utilization of health care services
Solution: Gamifying health care services (Games for Health)
Clear
Goal
Chal-
lenge
Inter-
ac-
tion
Rules
Information
Self-help
Health Promotion
Life management
Performance
Sustainable
health care
Goal:
Raising awareness, networking, creating solutions, testing and
protyping
” There is a huge potential for augmented
reality games to be beneficial for our health
– they give us a reason to go outside, walk
and socialize– The Guardian 13.12.2016”
Moti-
vate
Com-
mit
Inspi-
re
Partici
-pate
Transforming health care sector to a living lab
www.gamesforhealth.fi 6
Health
care
sector
True
needs
Challenge Protypes Solutions
Health care sector should be seen as a platform, where new, open,
agile and user-friendly services are brought to life with a twist of
gamification to engage the users.
The current view on gaming is that it is a social, cultural,
experiential and interpretative phenomenon.
”Games are harmfull”
• Traditionally professionals in social
and health sector are aware of
different types of digital games, but
primarily see them as harmful.
• Collecting information about today’s
digital culture and behavior and
making this information public, helps
us develop new ways to recognize
and prevent risk behavior and guide
it on a better direction.
www.gamesforhealth.fi 7
Technology empowerment
• Mobile devices, applications and
services related on location or
automatization have been common
for young people for years.
• Without new ideas and innovative
partners it is hard to create
technologies that increase people’s
possibilities to act themselves,
improve self-care or digitalize the
processes between patients and
professionals.
www.gamesforhealth.fi 8
Services…
• To ensure the well-being of young
people, it is extremely important
to have services for early
intervention and prevention.
These services should be easily
found, accessible and close to the
young.
• In Kuopio, the adolescents as end
users are included into the
ecosystem which provides
services in co-operation.
www.gamesforhealth.fi 9
Reaching target group
• Popup –game events where
different youth organizations
have been introducing their
services. Bringing game
developers and solutions from
Games for Health challenges in
to these events, has made the
events more enthusiastic and
more attractive.
www.gamesforhealth.fi 10
Benefits
• Cities, health care sector and
youth operators are under a
great pressure, struggling with
budgets and increasing number
of patients.
• By gamifying services individuals
are engaged to use new
technologies and services and to
perform chores that are often
distant or unchallenging.
www.gamesforhealth.fi 11
Achievements
• Three national open innovation
challenges and 12 smaller ones
have been organized.
• With every challenge we get closer
to inclusive and resilient solutions,
which can help citizens to find the
best and easily accessible services
available to their needs.
www.gamesforhealth.fi 12
Conclusion
• Open innovation challenges help public
officers to open our eyes and recognize
how we should proceed with our service
development.
• By using technological innovations and
possibilities, we can find better and more
suitable ways to help young people,
develop digital services to support
wellbeing, prevent problems and most
importantly, strengthen young people’s life
management skills.
www.gamesforhealth.fi 13
Contact
Tiina Arpola
+358 44 785 6450
tiina.arpola(at)savonia.fi
www.savonia.fi
www.gamesforhealth.fi
Facebook (GamesForHealthFinland)
Twitter (gfhfinland)
Slideshare (gamesforhealthfinland)
www.gamesforhealth.fi 14

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Digital services via open innovation challenge creates new tools for youth organisations

  • 1. Digital services via open innovation challenge creates new tools for youth organisations Tiina Arpola RDI-advisor @TiinaArpola Annual Healthy Cities Business and Technical 3 March 2017, Pécs, Hungary 3.3.2017
  • 2. 2
  • 3. Games for Health Finland network promotes health by emphasizing more on prevention of diseases, affecting the lifestyle changes and self-care. Promotion of health, functionality and rehabilitation and treatment of diseases need new business models and technologies. Games for Health Finland supports entrepreneurship, rapid technological experiments and organizes activating events. www.gamesforhealth.fi 3 Games for Health Finland
  • 4. • Gamification in health promotion means applying game principles and technologies in prevention, care and awareness. • Gamification commonly adapts game design elements which are used in non-game contexts to improve for example user engagement, organizational productivity, flow, learning, crowdsourcing, employee evaluation, ease of use, usefulness of systems, physical exercise. www.gamesforhealth.fi 4 Gamification
  • 5. www.gamesforhealth.fi 5 Challenge: Enhancing the availability, user-orientation and utilization of health care services Solution: Gamifying health care services (Games for Health) Clear Goal Chal- lenge Inter- ac- tion Rules Information Self-help Health Promotion Life management Performance Sustainable health care Goal: Raising awareness, networking, creating solutions, testing and protyping ” There is a huge potential for augmented reality games to be beneficial for our health – they give us a reason to go outside, walk and socialize– The Guardian 13.12.2016” Moti- vate Com- mit Inspi- re Partici -pate
  • 6. Transforming health care sector to a living lab www.gamesforhealth.fi 6 Health care sector True needs Challenge Protypes Solutions Health care sector should be seen as a platform, where new, open, agile and user-friendly services are brought to life with a twist of gamification to engage the users. The current view on gaming is that it is a social, cultural, experiential and interpretative phenomenon.
  • 7. ”Games are harmfull” • Traditionally professionals in social and health sector are aware of different types of digital games, but primarily see them as harmful. • Collecting information about today’s digital culture and behavior and making this information public, helps us develop new ways to recognize and prevent risk behavior and guide it on a better direction. www.gamesforhealth.fi 7
  • 8. Technology empowerment • Mobile devices, applications and services related on location or automatization have been common for young people for years. • Without new ideas and innovative partners it is hard to create technologies that increase people’s possibilities to act themselves, improve self-care or digitalize the processes between patients and professionals. www.gamesforhealth.fi 8
  • 9. Services… • To ensure the well-being of young people, it is extremely important to have services for early intervention and prevention. These services should be easily found, accessible and close to the young. • In Kuopio, the adolescents as end users are included into the ecosystem which provides services in co-operation. www.gamesforhealth.fi 9
  • 10. Reaching target group • Popup –game events where different youth organizations have been introducing their services. Bringing game developers and solutions from Games for Health challenges in to these events, has made the events more enthusiastic and more attractive. www.gamesforhealth.fi 10
  • 11. Benefits • Cities, health care sector and youth operators are under a great pressure, struggling with budgets and increasing number of patients. • By gamifying services individuals are engaged to use new technologies and services and to perform chores that are often distant or unchallenging. www.gamesforhealth.fi 11
  • 12. Achievements • Three national open innovation challenges and 12 smaller ones have been organized. • With every challenge we get closer to inclusive and resilient solutions, which can help citizens to find the best and easily accessible services available to their needs. www.gamesforhealth.fi 12
  • 13. Conclusion • Open innovation challenges help public officers to open our eyes and recognize how we should proceed with our service development. • By using technological innovations and possibilities, we can find better and more suitable ways to help young people, develop digital services to support wellbeing, prevent problems and most importantly, strengthen young people’s life management skills. www.gamesforhealth.fi 13
  • 14. Contact Tiina Arpola +358 44 785 6450 tiina.arpola(at)savonia.fi www.savonia.fi www.gamesforhealth.fi Facebook (GamesForHealthFinland) Twitter (gfhfinland) Slideshare (gamesforhealthfinland) www.gamesforhealth.fi 14

Editor's Notes

  1. Gamification creates mental state of operation in which the person performing the activity is completely immersed in a feeling of energized focus and enjoyment, in the process of doing that activity.[3] A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.[4] However, individual and contextual differences exist.[23] Gamification can also improve an individual's ability to comprehend digital content and understand a certain area of study such as music.[24]
  2. The best way to get novel solutions is by crowdsourcing the innovation process. Where ever the innovative ideas come from, we might have a solution in our hands that solves the toughest problem in the blink of an eye. However, the innovation process needs expert support and advice from the field. With crowdsourced open innovation challenges we help the conservative health care sector get more customer orientated solutions in an agile and effective way.
  3. The younger generation of professionals have a more positive and versatile view on the world of gaming. So as the general attitude changes, their own skills in prevention and dealing with problematic playing is getting better. Parents without a background in gaming, generally see games from a professional’s perspective. Whereas those parents who have played themselves, understand the negative claims of gaming, but are able to see their positive sides as well. Concerns rise when our everyday obligations are neglected due to time spent in gaming. The harmful gaming habits should be addressed early on, before the real problems occur. Also, it is essential to recognize the initial problems behind excessive gaming, such as bullying and social exclusion. Co-creating a positive atmosphere together with game developers, gamers, NGO’s and professionals in public social and health sector helps us understand and exploit the digital culture and gamification as a part of our everyday life.
  4. For long we have been told that we need to develop the digital services also for social and healthcare services, but just recently the work has started, due to national objectives for digitalization. Mobile devices have capabilities for email, messaging, video viewing, wireless internet access, applications and games. The devices can be used to access medical information, monitor individual’s vital signs and sleep, provide accurate health information, measure distances through integration with GPS, estimate calorie consumption, record the type and intensity of exercise, organize data and present them in an easily interpreted form. It is essential for health professionals to understand how to use mobile devices with all their potential in health interventions and how to reach minority populations through them. Gamification gives us clear goals, proper challenges, interaction and rules for engagement, motivation, participation and inspiration for better life management. Simply put, gamification is about applying certain game-design elements and game principles in a non-game context. It offers users to perform activity that is completely immersed in a feeling of energized focus and enjoyment. Gamification can also improve individual’s ability to comprehend digital content. Mobile games as well as computer games and console games are a fun way to pass time for adolescence. The social aspect and goal-orientation in games gains a bigger role, when the time used on playing increases. Games that require dedication and are time-demanding, such as multiplayer online role-playing games, can also have disadvantages like eye fatigue or changes in the circadian rhythm.
  5. The unique co-operation with NGO’s, communal services, game development and business in Kuopio area supports early life goals and welfare of youth and other citizens in Kuopio area. Games and healthy gaming are used as vectors to boost everyday welfare and create new opportunities to all stake holders in the Kuopio region This enables creation of totally new user-based solutions that more likely answers the real needs of end-users with greater accessibility.
  6. These events have been organized in different shopping malls, libraries, schools and youth centers. This co-operation has also been seen in annual LAN-event Gyostage and every Game Jam organized in Kuopio. At the same time these events enable discussion about the life aspects and management of young people. They have also generated a more approving atmosphere for games and gamified solutions, which could be used to improve education, health literacy and health promotion.
  7. Open innovation challenges lead to functional and useful solutions. These challenges bring the mad scientist out to the innovators and breaks their routines and working environment. These type of intensive innovation challenges have provided many usable prototypes to be developed further. Open innovation challenges bring customer focus, imagination, collaboration, courage, expertise, inclusiveness, multidisciplinary thinking and transparency to the fundamental health care sector. With every challenge we get closer to inclusive and resilient solutions, which can help citizens to find the best and easily accessible services available to their needs.
  8. The first was about linking mobile services to the Finnish Health account, to give individuals a personal toolkit where all information connected to your health and well-being is stored online and the interface is gamified. In the second challenge the Games for Health Finland and the city of Kuopio organized MY LIFE – Game Challenge that invited everyone to innovate new ideas on self-management, gamification of a tool used by professionals, how things could be done differently. How the services will change, if we let the young self-assess their wellbeing, life management and future goals or prioritize their own needs? And in the third challenge the City of Kuopio looked for innovative digital services to make citizens life easier.
  9. In the city of Kuopio public-private partnership model allows for the development of new, open and innovative solutions and approaches. By combining the innovative use of various lines of business and experimental culture, creation of new services and products, we get customer-focused solutions to real needs. These events where games are used as an attraction are a great way to spread information about gaming in general, its advantages and disadvantages and their versatile potential. Creating a structured and realistic picture of gaming is a challenge. It’s relevant for parents to know what and how their children are playing, to enable parents to react to the potential side effects accordingly and on time.