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Baltimore, Maryland Games for Health First It Must Be Fun … And Other Key Learnings An Update on the Work of HopeLab Ellen LaPointe, Vice President, Strategic Partnerships HopeLab, Redwood City, Calif., USA
Lead with fun, and health will follow! Lesson 1
About HopeLab ,[object Object],[object Object],[object Object]
About HopeLab ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],LEAD WITH FUN, AND HEALTH  WILL FOLLOW.
About HopeLab ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Lesson 2 Research   Innovation   Customer Input  =     Great Results
Re-Mission ,[object Object],Power Lies Within   Roxxi the nanobot battles cancer  in the bodies of teens ,[object Object],[object Object]
Re-Mission Works Cancer Knowledge Baseline  Follow-up Intervention-targeted  knowledge (% correct) Control Re-Mission 55 60 65 70 Self-Efficacy Cancer-specific self-efficacy  (1-7 scale) 5.6 5.8 6.0 6.2 Baseline  Follow-up Control Re-Mission p  = .034 p  = .027 0 10 20 30 40 Total MEMS Cap Events Control Antibiotics p  = .008 Plasma 6MP (log10) Control Re-Mission Chemotherapy: Oral 6MP p  = .002 3.2 3.4 3.6 3.8 Baseline  Follow-up In press,  Pediatrics Re-Mission Outcomes Study   RCT 34 hospitals, 374 AYA with cancer
Re-Mission Works
Knowledge and learning are  only part of the story Lesson 3
Re-Mission Works – But How? Treatment adherence ?
Knowledge Treatment adherence Re-Mission Works – But How?
Knowledge Treatment adherence Emotion/ Motivation Re-Mission Attitudes Study Jennifer Aaker, Ph.D., Stanford University Re-Mission Works – But How?
Identifying Mechanisms of Action ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Identifying Mechanisms of Action ,[object Object],? Re-Mission Attitudes Study in the Brain Brian Knutson, Ph.D., Stanford University
Identifying Mechanisms of Action Emotion SNS Intentions Attitudes Knowledge Scan ~60  Stanford  students pre-play post-play 1 month 10 min Rest Rest Rest Rest Rest Rest Rest Rest
Identifying Mechanisms of Action
Identifying Mechanisms of Action Interactive play Passive exposure Caudate Thalamus Hippocampus Caudate Thalamus Hippocampus
Identifying Mechanisms of Action ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Re-Mission Attitudes Study in the Brain Brian Knutson, Ph.D., Stanford University
Lesson 4 Tap into the wisdom of crowds
Extending the Model “ What’s the point of exercising if you don’t have any fun?” - Joe, 11
Extending the Model ,[object Object],[object Object],[object Object],[object Object],Cosponsored by the Pioneer Portfolio of the
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ruckus Nation ,[object Object],[object Object],11.2% 8.4% 35.7% 44.8%  * Middle School/Jr. High Other College/University High School * 14.1% of Other category teams had members age 18 or younger
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],29.9% 25.4% 22.9% 21.8% West Midwest South Northeast
Ruckus Nation ,[object Object],[object Object],[object Object]
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ruckus Nation Dynamic Drums Go! Watch Videogame + floor-mat drums,  movement = music Wristwatch + pedometer =  rewards for movement
Ruckus Nation Winners Ionic Motion Txt It! Videogame + cell-phone keypad floor mat = text with your toes Videogame + motion sensors = virtual dance-off
Ruckus Nation Scoot MoovDisk Tag + LED lights + online network = classic game, high-tech twists  Disco ball + musical chairs = dance party or party game
Ruckus Nation Winners Rhythm Rope iBlob Grand Prize  Honorable Mention Jump rope + lights + music = new take on old favorite Fun-to-squish object + lights + music = lots of moving around
Ruckus Nation Winners Dancing Craze Honeycomb Grand Prize Winner Virtual character + motion sensors = personalized online dance videos Floor mat + heart-rate monitor = action-packed puzzle game
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ruckus Nation ,[object Object],[object Object]
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ruckus Nation IMPACT FEASIBILITY DESIRABILITY Bulls-eye!
Where Are We Going?  Ruckus Nation We are here! 2007 2008 2009 2010 2011 Targeting  Research  *  Product Development Impact Study Distribution Idea Distillation &  Prototype Development Pilot  Selection Trial Selection Study *  = could take 6 – 18 mos. ~200 middle school kids Conditions:  2 - 3 prototypes + control Outcome:  physical activity ~600 middle school kids Conditions:  1 - 2 full products + control Outcomes:  - activity  - duration - biomarkers   Development of  2 - 3 prototypes for use in Selection Study Development of  1 - 2 finished products  for use in Impact Study Idea  Competition Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4
Ruckus Nation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Lesson 5 ,[object Object],[object Object],[object Object]
Q&A LEAD WITH FUN,  AND HEALTH  WILL FOLLOW.

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Hope Lab Games For Health Presentation

  • 1. Baltimore, Maryland Games for Health First It Must Be Fun … And Other Key Learnings An Update on the Work of HopeLab Ellen LaPointe, Vice President, Strategic Partnerships HopeLab, Redwood City, Calif., USA
  • 2. Lead with fun, and health will follow! Lesson 1
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  • 6. Lesson 2 Research Innovation Customer Input = Great Results
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  • 8. Re-Mission Works Cancer Knowledge Baseline Follow-up Intervention-targeted knowledge (% correct) Control Re-Mission 55 60 65 70 Self-Efficacy Cancer-specific self-efficacy (1-7 scale) 5.6 5.8 6.0 6.2 Baseline Follow-up Control Re-Mission p = .034 p = .027 0 10 20 30 40 Total MEMS Cap Events Control Antibiotics p = .008 Plasma 6MP (log10) Control Re-Mission Chemotherapy: Oral 6MP p = .002 3.2 3.4 3.6 3.8 Baseline Follow-up In press, Pediatrics Re-Mission Outcomes Study RCT 34 hospitals, 374 AYA with cancer
  • 10. Knowledge and learning are only part of the story Lesson 3
  • 11. Re-Mission Works – But How? Treatment adherence ?
  • 12. Knowledge Treatment adherence Re-Mission Works – But How?
  • 13. Knowledge Treatment adherence Emotion/ Motivation Re-Mission Attitudes Study Jennifer Aaker, Ph.D., Stanford University Re-Mission Works – But How?
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  • 16. Identifying Mechanisms of Action Emotion SNS Intentions Attitudes Knowledge Scan ~60 Stanford students pre-play post-play 1 month 10 min Rest Rest Rest Rest Rest Rest Rest Rest
  • 18. Identifying Mechanisms of Action Interactive play Passive exposure Caudate Thalamus Hippocampus Caudate Thalamus Hippocampus
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  • 20. Lesson 4 Tap into the wisdom of crowds
  • 21. Extending the Model “ What’s the point of exercising if you don’t have any fun?” - Joe, 11
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  • 28. Ruckus Nation Dynamic Drums Go! Watch Videogame + floor-mat drums, movement = music Wristwatch + pedometer = rewards for movement
  • 29. Ruckus Nation Winners Ionic Motion Txt It! Videogame + cell-phone keypad floor mat = text with your toes Videogame + motion sensors = virtual dance-off
  • 30. Ruckus Nation Scoot MoovDisk Tag + LED lights + online network = classic game, high-tech twists Disco ball + musical chairs = dance party or party game
  • 31. Ruckus Nation Winners Rhythm Rope iBlob Grand Prize Honorable Mention Jump rope + lights + music = new take on old favorite Fun-to-squish object + lights + music = lots of moving around
  • 32. Ruckus Nation Winners Dancing Craze Honeycomb Grand Prize Winner Virtual character + motion sensors = personalized online dance videos Floor mat + heart-rate monitor = action-packed puzzle game
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  • 37. Ruckus Nation IMPACT FEASIBILITY DESIRABILITY Bulls-eye!
  • 38. Where Are We Going? Ruckus Nation We are here! 2007 2008 2009 2010 2011 Targeting Research * Product Development Impact Study Distribution Idea Distillation & Prototype Development Pilot Selection Trial Selection Study * = could take 6 – 18 mos. ~200 middle school kids Conditions: 2 - 3 prototypes + control Outcome: physical activity ~600 middle school kids Conditions: 1 - 2 full products + control Outcomes: - activity - duration - biomarkers Development of 2 - 3 prototypes for use in Selection Study Development of 1 - 2 finished products for use in Impact Study Idea Competition Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4
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  • 41. Q&A LEAD WITH FUN, AND HEALTH WILL FOLLOW.