Games for Health Finland ecosystem builds up from state-of-the-art research, standardization, safety, living labs (smart cities), user involvement and fast prototyping to promote entrepreneurship for global business
Games for Health Finland promotes health and emphasizes prevention of diseases by affecting the lifestyle changes and self-care.
Arto Holopainen, Development Director, Kuopio Innovation Ltd.
9. ”Serious Games are games designed for a primary purpose other than entertainment„
“Games for Health are games that have a desired health outcome„
10.
11. Finland is one of the eHealth forerunners in the world and Finland hosts one of the most active and rapidly expanding video game industries in the world. Games for Health Finland ecosystem builds up from state-of-the-art research, standardization, safety, living labs (smart cities), user involvement and fast prototyping to promote entrepreneurship for global business. Games for Health Finland promotes health and emphasizes prevention of diseases by affecting the lifestyle changes and self-care. Kuopio Innovation is coordinating Games for Health Finland. [products][jamvideo1] [jamvideo2] [video3]
12. •Finland exports more healthtech than imports
•Healthtech is Finland’s largest hi-tech sector, representing 47% of all high- tech exports (2013)
•Finland’s healthtech manufacturers focus almost solely on export markets with exports typically accounting for more than 90% of output
•Finland has some 300 companies operating in healthtech
€1.66 billion
Source: Healthtech publication 2013, FiHTA
14. Digitalization
Fast prototyping
Multidisciplinary
Evidence based
Practical need
Customer-centric
Business models Entrepreneurship
15.
16. Jukka Sormunen, an entrepreneur and the Principal of Klassikka upper seconday high school in Kuopio, is developing health-promoting ActionTrack playing fields for schools at iClass Finland Education Network Ltd.
Through the exercise- and health-oriented playing fields, support can be provided for the educational partnership between home and school.
Through a game, pupils are guided to, say, brush their teeth. Parents can monitor the game, confirming on the game platform, with a mobile device, that the teeth have been brushed. In this way, interaction in a young person’s education takes place through modern terminal devices, and responsibility is not left to the old civics classes.
Source: Kuopio Innovation Annual Publication 2014
17.
18. Heli Vehkala, the Project Manager at Neuron, the Finnish Brain Research and Rehabilitation Centre, thinks that current terminal devices hold enormous business potential.
Public and private healthcare services will not be able to cope with future pressures. There is a global need for different kinds of telerehabilitation and telecare models.
Gamification, the application of games for health promotion and maintenance, will save money on many counts. An individual’s functional capacity will improve with smaller personnel resources than today. Increasing well-being will save society money.
Source: Kuopio Innovation Annual Publication 2014
19.
20. Eeva Välttilä, Private Sector Manager at GlaxoSmithKline, says the pharmaceutical industry believes that the largest volume of business will be generated by games designed specifically for phones and tablets.
As an adjunct to existing terminal devices, various sensors and accessories can be used, provided the costs are proportional to demand. Successful apps enable patients to manage their health better.
The games must be rewarding for both the user and the nurse in order to maintain motivation. Game developers should take account of the possibly different motivational needs of players of different ages.
Source: Kuopio Innovation Annual Publication 2014
22. Koopee Hiltunen, Director of the non-profit umbrella organisation of
the Finnish game industry, Neogames, says that currently the big money
is in entertainment games.
He is certain that at some stage games promoting the health and well- being of their users will enter world markets on a larger scale. There is interest in health games from the public health service and welfare organisations.
A suitably addictive health game could be a consumer hit. Games designed for the public and private sectors require wider approval, but if successful, they would also be really good business.
Picture: Finnish Game Industry 2014, Neogames
Source: Kuopio Innovation Annual Publication 2014
23. “Games for Health are games that have a desired health outcome„
“Game has to be good, otherwise you just not play it„
“Try fast, fail fast – Fast prototyping „
“Try to get your first game published as fast as possible „
24. Goal is to make Finland the winner in the “who creates a new profitable gaming domain” competition, to enable Finnish companies to become the new Facebooks and Googles of the emerging health games market
“Antti Kivelä, Sitra – The Finnish Innovation Fund„
25. Be part of
the most vibrant
and innovative event
in the field of
health
promotion!
Pitch
Health Game
with Finnish
Business
Angels
Network
THE 2nd GAMES FOR HEALTH EVENT, 8.9.2014
Location: Kuopio Music Centre
Top-notch speakers from health-tech industry, videogame industry,
pharmaceutical industry, food and nutrition industry, education sector,
health care and funding organisations.
Have fun
and challenge
your mind
GAMES FOR HEALTH GAME JAM, 5-7.9.2014
Location: Microkatu 1 D, Kuopio
Join us to this amazing 48 hour game development weekend,
no previous experience required, just open mind!
More information:
www.gamesforhealth.fi
gamesforhealthfinland
@gfhfinland
29. Thank you!
Arto Holopainen
Development Director
Kuopio Innovation Ltd.
www.kuopioinnovation.fi
www.gamesforhealth.fi
arto.holopainen(at)kuopioinnovation.fi
fi.linkedin.com/in/artoholopainen