GAMING
FOR HEALTH
Mini Workshop
About iQ mini workshops
iQ is the innovation lab of GSW
Worldwide. We research emerging
trends in both how technology and
expectations are changing.                Insight into
                                        new consumer/        What early-mover
                                       HCP expectations      brands are doing
We use those findings to develop
perspectives on how our healthcare
marketing clients can gain
competitive advantage in fast-
changing areas like mobile, slate,
gaming, and social media.

Then we model innovative tools and      Strategies and      Innovation theater:
experiences designed just for health   insights for brand     A model of what
care marketers.                                                  could be
                                            planning

Mini workshops like this one include
a snapshot of each of those
elements.
MOST OF THE WAYS WE INTERACT
WITH HEALTH CARE ARE
UNINSPIRING




 We’re not engaging people

 •   We give them 7 minutes in the exam room
 •   Confront them with complicated, paper-based
     adherence tools
 •   Set a lot of requirements, but give few rewards
COULD GAMING
CHANGE HEALTH CARE?
Gaming is a big part of American life. How could
translating that interface to medicine promote healthier
choices and longer lives?
68% OF AMERICAN HOUSEHOLDS
     PLAY VIDEO GAMES

 Of gamers are women.                      Is the average age of
       In fact, a greater
 number of women than        40%   34      gamers (they’ve been
                                           playing for ~12 years).
                                   YEARS
boys under age 17 play.



        of Americans over                  of heads of households
        the age of 50 play
             video games.    26%   42%     play games on a
                                           wireless device.




ESA, 2009/2010
GAMES LEAD TO HEALTHIER
BEHAVIOR AND OUTCOMES

    “The beauty of a game is that
          it gives you a goal”
People will work longer and harder if you give them a goal.

- Debra Lieberman of the Institute for Social, Behavioral, and Economic Research
   (ISBER) at the University of California, Santa Barbara.
IN ONE STUDY, RESEARCHERS
     FOUND GAMES MAKE PEOPLE
     “BETTER PATIENTS”



                                                             16% improvement                                           More
              More engaged in
                                                               in adherence                                       knowledgeable
              their treatment
                                                                                                                  about care plan




Journal of Pediatrics: A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A
Randomized Trial, 2008
The evidence has convinced
     health and wellness leaders
                                                        • Humana has now dedicated part of its innovation department to
        Payers are leading                                gaming.
             the way                                    • Along with CIGNA and Aetna, it’s been an early mover in getting
                                                          challenge and education games in the hands of members.




          $50 million dollar                            • That’s how much venture capital has poured into health games
            investment                                    in the last five years.




                                                        • Major CPG companies are building their offers with wellness
                                                          gaming.
          CPG is joining in                             • Johnson and Johnson, Unilever, Kraft, Nike, Apple, Disney, and
                                                          others are developing new products related to health gaming.



TechWatch, Games For Health: The Latest Tool In The Medical Care Arsenal, 2009
EXAMPLES OF
GAMING FOR HEALTH
Early adopters are already using gaming mechanics for
the ultimate healthy win: sustained behavioral change
SWITCH2HEALTH PROVIDES REAL
  REWARDS FOR HEALTH CHOICES
  •   S2H is creating a culture where
      physical activity is not only
      healthy, but fun and socially
      desirable.
  •   It’s members use biometric
      activity trackers to tally their
      daily activities.
  •   That activity translates directly
      to rewards points.
  •   The points can be redeemed for
      rewards and gift cards from lots
      of local and national brands,
      including ToysRUs and Netflix.


http://s2h.com/
WITH I MOVE YOU FRIENDS
  CHALLENGE EACH OTHER
  •   IMoveYou.com lets visitors
      challenge their Twitter and
      Facebook friends to small bursts of
      exercise.
  •   They enter an “I will” promise and
      an “if my friend will” challenge that
      posts to their social networks.
  •   The site was built on the insight that
      the influence friends have over each
      other is ridiculously powerful.
  •   Apparently they’re right—more than
      50% of challenges get completed by
      both friends.




http://bit.ly/hgame2
HUMANA MAKE THE BENEFITS OF
  EXERCISE TANGIBLE
  •   Trainer gives teens the
      responsibility of caring for
      creatures who all have
      dietary and fitness needs.
  •   When one of the creature
      exercises on the screen, the
      player joins it via web cam.
  •   Both benefit from this
      shared activity.
  •   The game teaches players
      about how nutrition and
      fitness impacts their daily
      lives.


http://bit.ly/hgame1
EXER GAMING MAKES YOUR
WORKOUT REAL
•   iTech Fitness in Denver has
    recently opened a new line
    of XRKade gyms for kids.
•   The gyms mix physical
    activity and video games to
    make exercising more fun
    and engaging.
•   They use climbing
    walls, recumbent
    bicycles, DDR
    machines, snowboard
    simulators, and padded
    obstacle courses.
•   Similar gyms for adults add
    scores, avatars and other
    gaming mechanics.
DIDGET GIVES KIDS GAMING
  CREDITS FOR CONSISTENT TESTING
  •   The idea came from a parent (Paul
      Wessel) of a child with Type 1
      Diabetes.
  •   Paul’s son was constantly losing his
      blood glucose meter, but he could
      always find his Game Boy.
  •   Bayer hired Paul to develop
      DIDGET™:
  •   A first-of-its-kind blood glucose
      meter that connects directly to
      Nintendo DS™ gaming systems to
      help kids manage their diabetes by
      rewarding them for consistent
      testing habits.




http://bit.ly/hgame3
HOW TO USE GAMING
Creating a gaming for health strategy starts with asking:
what do you want to accomplish?
HEALTHY BRANDS CAN USE
 GAMING FOUR BASIC WAYS:



  Streamline         Educate through            Fit into        Reward right
     care              experience              real life          behavior
Replace reminding    Use entertainment      Make tools fun        Use positive
  and monitoring      and experience to    and entertaining    reinforcement and
 with involvement      create learning       so that using         immediate
 and self tracking   people can actually    them is a want     rewards to sustain
                        participate in     to do, not a have    behavior change
                                                 to do
GAMING STRATEGIES HAVE
THREE CONNECTED COMPONENTS



   Entertaining
                      Goal to reach or      Reward strategy
    experience
                       code to crack        To incents the kind
  That people will
                      That will challenge     of behavior we
 want to spend time
                            them                want to see
        with
COMMON MISTAKES (AND HOW
 TO MAKE THEM RIGHT)

     INSTEAD OF THIS                   TRY THIS

• Building the game on         • Make it free standing
  your website                   (and mobile)
• Asking players to create a   • Let them use an existing
  new login                      login (like Facebook)
• Putting a “game face” on     • Create an experience that
  an existing experience or      starts from the game
  tool
AN INNOVATION THEATER IDEA:
AVATAR ALERTS
The iQ team creates models, prototypes and
storyboards that show how innovative applications of
technology can solve persistent healthcare challenges.
We always start with a common problem:
OUR OTHER DRUG PROBLEM IS
ADHERENCE
• 20% of patients never fill the first prescription
• 50% discontinue in the first six months
• It’s not as easy as adding recommendations
  or reminders

The situation is even more challenging in some disease states:
For example, up to 72% of asthma patients report that they
take their controller medications less than prescribed. Taking
that medicine can reduce hospital and emergency visits by
80%. It’s a huge impact on both patients and practitioners.
SO WE ASKED:
 WHAT IF WE USED WHAT WE
 KNOW ABOUT GAMING TO
 REALLY ENGAGE PEOPLE?

       With          That meet the real
                                          What would that
competitions, rew    goal we all share:
                                             involved
ards, ego boosters    creating better
                                          healthcare look
    and visual        health for more
                                               like?
  entertainment.          people.
START TALKING ABOUT GAMING:
DISCUSSION GUIDE FOR YOUR BRAND
• What are the biggest behavioral challenges your brand or
  treatment teams are facing? How could their support system
  benefit from a gaming platform?
• Could individual rewards or community challenges
  interrupt that behavior? What about community recognition
  or support?
• What games does your audience already play? (Don’t
  forget, crosswords are a game, too)
• What type of gaming systems, computers, and mobile
  devices does your audience already use?
• Is your audience competitive, self motivated, community
  minded? What drives them?
ABOUT IQ
Where digital experimentation becomes marketing
innovation
H&W LEADERS ARE REDEFINING
HOW THEY INVEST IN INNOVATION
     Pharma has traditionally
looked to the product lab for
        innovation. Now more        PRODUCT
  complex market conditions                              PROCESS
                                    New products or
 have led healthcare leaders       improvements on
                                                       New efficiencies or
  to look at innovation more                           improved delivery
                                       products
broadly. In healthcare today,
   it’s as likely to come from
   marketing insight as hard
                       science.


                                  POSITIONING           PARADIGM
                                                          Major shifts in
                                   New roles for the
                                                        thinking about an
                                  product or company
                                                       industry or product
SO IS GSW.
INTRODUCING iQ:
OUR DEDICATED INNOVATION LAB
It’s where big ideas converge and come to life



     So that we can find new
      kinds of opportunity in
     fast-changing areas like
     mobile, social and slate    And, create fresh ways to
                                solve persistent challenges
                                healthcare marketers face
iQ IS PART OF OUR SHARED
COMMITMENT TO CREATE BETTER
HEALTH FOR MORE PEOPLE


  More relevant
  techniques for    Better ways for       Smarter tools to
 physicians and     patients to find    help caregivers be
  care teams to      breakthrough       powerful advocates
  communicate,      treatments and            for their
   connect, and    meaningful support    loved one’s health
    collaborate
WE INVEST IN THREE TYPES
INNOVATION:

                            PERSPECTIVES
                             Clear points of view




                         Our process starts with
                        understanding people and
                    technology and ultimately delivers
                     concise ideas and break-through
                            projects and tools



 EXPERIMENTS                                             PLATFORMS
  Creative models                                        Fast-start tools
INNOVATION LAB 2010

Gaming for health

  • 1.
  • 2.
    About iQ miniworkshops iQ is the innovation lab of GSW Worldwide. We research emerging trends in both how technology and expectations are changing. Insight into new consumer/ What early-mover HCP expectations brands are doing We use those findings to develop perspectives on how our healthcare marketing clients can gain competitive advantage in fast- changing areas like mobile, slate, gaming, and social media. Then we model innovative tools and Strategies and Innovation theater: experiences designed just for health insights for brand A model of what care marketers. could be planning Mini workshops like this one include a snapshot of each of those elements.
  • 3.
    MOST OF THEWAYS WE INTERACT WITH HEALTH CARE ARE UNINSPIRING We’re not engaging people • We give them 7 minutes in the exam room • Confront them with complicated, paper-based adherence tools • Set a lot of requirements, but give few rewards
  • 4.
    COULD GAMING CHANGE HEALTHCARE? Gaming is a big part of American life. How could translating that interface to medicine promote healthier choices and longer lives?
  • 5.
    68% OF AMERICANHOUSEHOLDS PLAY VIDEO GAMES Of gamers are women. Is the average age of In fact, a greater number of women than 40% 34 gamers (they’ve been playing for ~12 years). YEARS boys under age 17 play. of Americans over of heads of households the age of 50 play video games. 26% 42% play games on a wireless device. ESA, 2009/2010
  • 6.
    GAMES LEAD TOHEALTHIER BEHAVIOR AND OUTCOMES “The beauty of a game is that it gives you a goal” People will work longer and harder if you give them a goal. - Debra Lieberman of the Institute for Social, Behavioral, and Economic Research (ISBER) at the University of California, Santa Barbara.
  • 7.
    IN ONE STUDY,RESEARCHERS FOUND GAMES MAKE PEOPLE “BETTER PATIENTS” 16% improvement More More engaged in in adherence knowledgeable their treatment about care plan Journal of Pediatrics: A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial, 2008
  • 8.
    The evidence hasconvinced health and wellness leaders • Humana has now dedicated part of its innovation department to Payers are leading gaming. the way • Along with CIGNA and Aetna, it’s been an early mover in getting challenge and education games in the hands of members. $50 million dollar • That’s how much venture capital has poured into health games investment in the last five years. • Major CPG companies are building their offers with wellness gaming. CPG is joining in • Johnson and Johnson, Unilever, Kraft, Nike, Apple, Disney, and others are developing new products related to health gaming. TechWatch, Games For Health: The Latest Tool In The Medical Care Arsenal, 2009
  • 9.
    EXAMPLES OF GAMING FORHEALTH Early adopters are already using gaming mechanics for the ultimate healthy win: sustained behavioral change
  • 10.
    SWITCH2HEALTH PROVIDES REAL REWARDS FOR HEALTH CHOICES • S2H is creating a culture where physical activity is not only healthy, but fun and socially desirable. • It’s members use biometric activity trackers to tally their daily activities. • That activity translates directly to rewards points. • The points can be redeemed for rewards and gift cards from lots of local and national brands, including ToysRUs and Netflix. http://s2h.com/
  • 11.
    WITH I MOVEYOU FRIENDS CHALLENGE EACH OTHER • IMoveYou.com lets visitors challenge their Twitter and Facebook friends to small bursts of exercise. • They enter an “I will” promise and an “if my friend will” challenge that posts to their social networks. • The site was built on the insight that the influence friends have over each other is ridiculously powerful. • Apparently they’re right—more than 50% of challenges get completed by both friends. http://bit.ly/hgame2
  • 12.
    HUMANA MAKE THEBENEFITS OF EXERCISE TANGIBLE • Trainer gives teens the responsibility of caring for creatures who all have dietary and fitness needs. • When one of the creature exercises on the screen, the player joins it via web cam. • Both benefit from this shared activity. • The game teaches players about how nutrition and fitness impacts their daily lives. http://bit.ly/hgame1
  • 13.
    EXER GAMING MAKESYOUR WORKOUT REAL • iTech Fitness in Denver has recently opened a new line of XRKade gyms for kids. • The gyms mix physical activity and video games to make exercising more fun and engaging. • They use climbing walls, recumbent bicycles, DDR machines, snowboard simulators, and padded obstacle courses. • Similar gyms for adults add scores, avatars and other gaming mechanics.
  • 14.
    DIDGET GIVES KIDSGAMING CREDITS FOR CONSISTENT TESTING • The idea came from a parent (Paul Wessel) of a child with Type 1 Diabetes. • Paul’s son was constantly losing his blood glucose meter, but he could always find his Game Boy. • Bayer hired Paul to develop DIDGET™: • A first-of-its-kind blood glucose meter that connects directly to Nintendo DS™ gaming systems to help kids manage their diabetes by rewarding them for consistent testing habits. http://bit.ly/hgame3
  • 15.
    HOW TO USEGAMING Creating a gaming for health strategy starts with asking: what do you want to accomplish?
  • 16.
    HEALTHY BRANDS CANUSE GAMING FOUR BASIC WAYS: Streamline Educate through Fit into Reward right care experience real life behavior Replace reminding Use entertainment Make tools fun Use positive and monitoring and experience to and entertaining reinforcement and with involvement create learning so that using immediate and self tracking people can actually them is a want rewards to sustain participate in to do, not a have behavior change to do
  • 17.
    GAMING STRATEGIES HAVE THREECONNECTED COMPONENTS Entertaining Goal to reach or Reward strategy experience code to crack To incents the kind That people will That will challenge of behavior we want to spend time them want to see with
  • 18.
    COMMON MISTAKES (ANDHOW TO MAKE THEM RIGHT) INSTEAD OF THIS TRY THIS • Building the game on • Make it free standing your website (and mobile) • Asking players to create a • Let them use an existing new login login (like Facebook) • Putting a “game face” on • Create an experience that an existing experience or starts from the game tool
  • 19.
    AN INNOVATION THEATERIDEA: AVATAR ALERTS The iQ team creates models, prototypes and storyboards that show how innovative applications of technology can solve persistent healthcare challenges. We always start with a common problem:
  • 20.
    OUR OTHER DRUGPROBLEM IS ADHERENCE • 20% of patients never fill the first prescription • 50% discontinue in the first six months • It’s not as easy as adding recommendations or reminders The situation is even more challenging in some disease states: For example, up to 72% of asthma patients report that they take their controller medications less than prescribed. Taking that medicine can reduce hospital and emergency visits by 80%. It’s a huge impact on both patients and practitioners.
  • 21.
    SO WE ASKED: WHAT IF WE USED WHAT WE KNOW ABOUT GAMING TO REALLY ENGAGE PEOPLE? With That meet the real What would that competitions, rew goal we all share: involved ards, ego boosters creating better healthcare look and visual health for more like? entertainment. people.
  • 22.
    START TALKING ABOUTGAMING: DISCUSSION GUIDE FOR YOUR BRAND • What are the biggest behavioral challenges your brand or treatment teams are facing? How could their support system benefit from a gaming platform? • Could individual rewards or community challenges interrupt that behavior? What about community recognition or support? • What games does your audience already play? (Don’t forget, crosswords are a game, too) • What type of gaming systems, computers, and mobile devices does your audience already use? • Is your audience competitive, self motivated, community minded? What drives them?
  • 23.
    ABOUT IQ Where digitalexperimentation becomes marketing innovation
  • 24.
    H&W LEADERS AREREDEFINING HOW THEY INVEST IN INNOVATION Pharma has traditionally looked to the product lab for innovation. Now more PRODUCT complex market conditions PROCESS New products or have led healthcare leaders improvements on New efficiencies or to look at innovation more improved delivery products broadly. In healthcare today, it’s as likely to come from marketing insight as hard science. POSITIONING PARADIGM Major shifts in New roles for the thinking about an product or company industry or product
  • 25.
    SO IS GSW. INTRODUCINGiQ: OUR DEDICATED INNOVATION LAB It’s where big ideas converge and come to life So that we can find new kinds of opportunity in fast-changing areas like mobile, social and slate And, create fresh ways to solve persistent challenges healthcare marketers face
  • 26.
    iQ IS PARTOF OUR SHARED COMMITMENT TO CREATE BETTER HEALTH FOR MORE PEOPLE More relevant techniques for Better ways for Smarter tools to physicians and patients to find help caregivers be care teams to breakthrough powerful advocates communicate, treatments and for their connect, and meaningful support loved one’s health collaborate
  • 27.
    WE INVEST INTHREE TYPES INNOVATION: PERSPECTIVES Clear points of view Our process starts with understanding people and technology and ultimately delivers concise ideas and break-through projects and tools EXPERIMENTS PLATFORMS Creative models Fast-start tools
  • 28.

Editor's Notes

  • #5 Today, 55% of physicians are considered difficult to access
  • #8 Research is beginning to show that thegames are far more than just entertainmentand truly can lead to healthier behavior andbetter health. Take the example of Re-Mission.A recent article in the journal Pediatrics1 reportedon a randomized clinical trial of thegame, involving 375 male and female patientsat 34 medical centers in the United States,Australia, and Canada during 2004–2005. Thestudy showed that patients who played thegame actually became more engaged in theircare and, in effect, turned into better patients.The authors, Pamela M. Kato and colleagues,concluded that patients who played the game“significantly improved treatment adherenceand indicators of cancer-related self-efficacyand knowledge,” compared to patients whodid not play. “The findings support current effortsto develop effective video-game interventionsfor education and training in healthcare,” the authors wrote.1
  • #20 Today, 55% of physicians are considered difficult to access
  • #24 Today, 55% of physicians are considered difficult to access
  • #25 These are the four types of innovation. Pharma historically invested primarily in one, but new innovation chiefs up and down the corridor are expanding their focus to all foura) Product Innovation example:new Mini or the updated VX Beetle, new models of mobile phones and so on.b) Process Innovation - Just in Time is a good example.c) Positioning Innovation - Lucozade used to be a medicinal drink but the was repositioned as a sports drink.d) Social Innovation - During the time of the expensive mainframe, Bill Gates and others aimed to provide a home computer for everyone.