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Gaming and MobileErin Edgerton Norvell, Harsha Vemulapalli & Ben Sawyer
#SM4PH
www.gamesforhealth.org
Ben	
  Sawyer
Digitalmill,	
  Inc.
bsawyer@dmill.com
@bensawyer
Games	
  for	
  Health
About Me...
• 10+ years in games
• Serious games 2002
• Games for Health 2004
• 24+ game projects
• Build a community and field
• Practice what we preach
The Game for Health Project is funded by...
John
HopkinsHospitalpatientenjoyingactivevideogam
e
play
June 26-28, 2013 - Boston, MA
Games for Health: The Promise
Identify, and make available comparative
advantages all of videogames offer...
Build accessible tools to model & play with health...Build accessible tools to model & play with health...Build accessible tools to model & play with health...
Public
Core engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle development
Engage & Motivate Change & Support Scale & Sustain
News forms of active communication w/better resultsNews forms of active communication w/better resultsNews forms of active communication w/better results
Help People Make Better ChoicesHelp People Make Better ChoicesHelp People Make Better Choices
Videogame Health...
Engage & Motivate Change & Support Scale & Sustain
Compelling opportunities
you desire to engage...
Interface as symbiotic aid
to help you achieve
success.
Game systems create
sustained engagement
Challenge
Story
Competition
Process of Play
Character Guidance
Multiplayer Cohesion
Score
Story Progression
Decision Immersion
Why I Start Why I Enjoy Playing Why I Keep Playing
Personal Professional Practice Research / Academia Public Health
Preventative
Health Assets:
PERMA, Exergaming,
Stress, Nutrition
Patient Communication Data Collection
Public Health Policy &
Social Awareness
Campaigns
Therapeutic
PT/OT Sensorimotor
Rehabitainment
Disease Management
Pain Distraction
CyberPsychology
Disease Management
Virtual Humans First Responders
Assessment Self-Ranking Measurement Inducement Interface/Visualization
Education &
Training
First Aid,
Patient Education
Health Literacy
Skills / Training Recruitment Management Sims
Informatics
Personal Health Record
(PHR)
Electronic Medical
Record (EMR)
Visualization Epidemiology
Production
Personal Data Collection
Quantified Self
Biotech Manufacturing &
Design
Biotech Manufacturing &
Design
Large-scale Data
Collection & Monitoring
Games for Health Taxonomy
CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast Presentation
CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast Presentation
Areas of
Interest
Messaging
& Awareness
Behavior
Change
Public Health
Training Research
Examples
Vaccines
Exercise
& Nutrition
Disaster
Preparedness
Analytics
Examples
Public Health...
Success Stories
www.gamesforhealth.org
Ben	
  Sawyer
Digitalmill,	
  Inc.
bsawyer@dmill.com
@bensawyer
Games	
  for	
  Health
Transition
www.gamesforhealth.org
Ben	
  Sawyer
Digitalmill,	
  Inc.
bsawyer@dmill.com
@bensawyer
Games	
  for	
  Health
Health Games for
Everyone!
Large Sales
Low Health Impact
High Health Impact
Narrow Target Audience
Bad Games
Bad Targets
Solve Delta
between sales and health impact
Move Beyond
disease state based games
Better Games
Better Targets
Health is a state of complete physical,
mental, and social well-being and not
merely the absence of disease or
infirmity.
WHO
Positive Health
“Positive health describes a state beyond the mere
absence of disease and is definable and measurable.”
- Dr. Martin Seligman
Can we instigate “super health” or positive “health
assets” that create improved future health outcomes?
Biological Markers Psychological Markers Functional Markers
• Less frequent and briefer ailments • Rapid wound healing
• Enhanced recuperative ability • Greater physiological reserves
Hypothesis:
Sensors Connected Health
Quantified Health Positive Health
Sensors Connected Health
Quantified Health
What this means...
Get to you earlier +Self efficacy about healthiness build health assets
10-40 engaged! change model of self-health biometric games
What Should EVERYONE Play?
Not disease based Consumer biz/dist models
multiple health issues ideally global
be healthier immediately... offers population effects
address new health model & health literacy needsaddress new health model & health literacy needs
First Aid
Positive Psychology & PERMA
Exergaming
Nutrition
RiskyMe
Healthy Me
Probability
Anti-Drug, Smoking,
STD, Alcohol
Cognitive
Health
Hygiene/
Infectious Health
Stress
Health Finances
&Consumption
Vaccines
Crowdsourcing
Self Diagnostics
Emotional Health
G
G
G
G
G
G
G
G
G
G
G
G
G
G
G
G
G
SEO
XBox Live
Facebook
iPad
PSN
Twitter
Android
iPhone
Wii
HTML5
STEAM
Origin
Ephemeral
Kongregate
Windows 8
Mac App Store
Nutrition
First Aid
Self Diagnostic
Crowdsourcing
PERMA
First Aid
Self Diagnostic
Vaccines
Viral
HealthyMe
RiskyMe
First Aid
Anti-STD
HealthyMe
Probability
Vaccines
CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast Presentation
Disclosure: Digitalmill is a paid design & production consultant to this project.
www.gamesforhealth.org
Ben	
  Sawyer
Digitalmill,	
  Inc.
bsawyer@dmill.com
@bensawyer
Games	
  for	
  Health
Mobile
• Mobile Devices
• Mobile Sites and Apps
• The Mobile User
• The Mobile Experience
4
Mobile Overview
#SM4PH
In this session we are going to focus on a few
aspects of mobile:
• Mobile in Public Health
• Benefits of Mobile
• Effective Mobile
• Best Practices
• Cool Tools
5
Mobile Overview
#SM4PH
Also,
6
Mobile Devices
#SM4PH
7
Devices
#SM4PH
• Mobile devices are generally
considered phones (smart and non-
smart), tablets and laptops.
• By the end of 2013, the number of
mobile-connected devices will exceed
the number of people on earth. (source)
8
Devices
#SM4PH
Take-Aways
• There are different types of mobile
devices
• Devices vary greatly in aspects such
as operating systems, screen sizes,
resolution
• Devices are being released
constantly
9
Site & Apps
#SM4PH
app
site
Site & Apps
Mobile Site
Similar to any other website but are designed for
the smaller displays and touch-screen interfaces
Mobile App
Actual applications which are downloaded and
installed, rather than browsed to within a browser
10#SM4PH
Site & Apps
Mobile Sites
Pros:
• Cheaper to create
• Easier to maintain
• Device agnostic
Cons:
• Limited access to device features
• Dependent on connectivity
11#SM4PH
Site & Apps
Mobile Apps
Pros:
• Perform faster
• Higher success rates
• No connection required
Cons:
• Higher costs for development & maintenance
• Additional efforts for each supported platform
12
The Mobile User
Gender: virtually even
between men and women
Age: highest among 18-49
year olds
Geographic: highest among
urban and suburban users
Who Owns Them
Ethnicity: almost even among
groups
Income: highest among people
earning over 75k but still
significant below that income
bracket
14#SM4PH
The Mobile Experience
15#SM4PH
Differences in the mobile experience:
• Not always seated
• Not always in an expected environment
• Keyboards and mice can’t always be
expected
• Smaller screens
• Difficult to multi-task
Benefits of Mobile
16#SM4PH
• Improved user experience
• Increased engagement
• Increased reach
• In the moment access
Effective Mobile
• Be Responsive
• Avoid Flash
• Minimize inputs needed
• Size graphics/images appropriately
17#SM4PH
Best Practices
• Have a Multi-Device Strategy
• Redirect appropriately
• Insure the message is appropriately focused
• Insure links/buttons are big enough to touch
• Insure forms are optimized
• Insure accessibility
• Take advantage of mobile’s unique attributes
18#SM4PH
Mobile in Public Health
19#SM4PH
National HIV & STD
Testing Resources
• Developed by:
– American Red Cross
• Features:
– Step-by-step instructions guide users
through everyday first aid scenarios.
– Integrated with 9-1-1 to call EMS from
the app at any time.
– Videos and animations make learning
easier
– Safety tips
– Interactive quizzes
• Download:
– iPhone link
– Android link
Mobile in Public Health
• Developed by:
– Dept. Veterans Affairs
• Features:
– Learn about PTSD
– Self-Assessment
– Manage Symptoms
– Find Support
• Download:
– iPhone link
– Android link
Mobile in Public Health
Cool Tools
• Responsive Design Frameworks (Bootstrap)
• Responsive Design Testing
• Adobe Edge Inspect
• MediaQueri.es
• Google Plus
22#SM4PH
Want More In the Know?
Join us from 2-3 p.m. EST for…
•Facebook & Image-Sharing – April 23
• Google Plus & YouTube – May 14
• Measurement & Evaluation – June 4
23
Tweet “I’m in the know” with your tips
and success stories @CDCNPIN and be
featured in our next #SM4PH webcast!
#SM4PH
Acknowledgements
Presenters
Erin Edgerton Norvell & Harsha Vemulapalli
Special Guest
Ben Sawyer, Games for Health
Executive Producers
Harry Young & Melissa Beaupierre
Technical Producer/Director
James Bethea
Social Media Coordinator
Carlos Chapman
Health Communications Support Team
Katie Mooney, Tiffany Spencer & Tessa Revolinski25
26
#SM4PH
Thank You!
www.cdcnpin.org
@CDCNPIN

More Related Content

CDC NPIN In the Know: Gaming & Mobile for Public Health Webcast Presentation

  • 1. 1 Gaming and MobileErin Edgerton Norvell, Harsha Vemulapalli & Ben Sawyer #SM4PH
  • 3. About Me... • 10+ years in games • Serious games 2002 • Games for Health 2004 • 24+ game projects • Build a community and field • Practice what we preach The Game for Health Project is funded by...
  • 5. Games for Health: The Promise Identify, and make available comparative advantages all of videogames offer... Build accessible tools to model & play with health...Build accessible tools to model & play with health...Build accessible tools to model & play with health... Public Core engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle development Engage & Motivate Change & Support Scale & Sustain News forms of active communication w/better resultsNews forms of active communication w/better resultsNews forms of active communication w/better results Help People Make Better ChoicesHelp People Make Better ChoicesHelp People Make Better Choices
  • 6. Videogame Health... Engage & Motivate Change & Support Scale & Sustain Compelling opportunities you desire to engage... Interface as symbiotic aid to help you achieve success. Game systems create sustained engagement Challenge Story Competition Process of Play Character Guidance Multiplayer Cohesion Score Story Progression Decision Immersion Why I Start Why I Enjoy Playing Why I Keep Playing
  • 7. Personal Professional Practice Research / Academia Public Health Preventative Health Assets: PERMA, Exergaming, Stress, Nutrition Patient Communication Data Collection Public Health Policy & Social Awareness Campaigns Therapeutic PT/OT Sensorimotor Rehabitainment Disease Management Pain Distraction CyberPsychology Disease Management Virtual Humans First Responders Assessment Self-Ranking Measurement Inducement Interface/Visualization Education & Training First Aid, Patient Education Health Literacy Skills / Training Recruitment Management Sims Informatics Personal Health Record (PHR) Electronic Medical Record (EMR) Visualization Epidemiology Production Personal Data Collection Quantified Self Biotech Manufacturing & Design Biotech Manufacturing & Design Large-scale Data Collection & Monitoring Games for Health Taxonomy
  • 10. Areas of Interest Messaging & Awareness Behavior Change Public Health Training Research Examples Vaccines Exercise & Nutrition Disaster Preparedness Analytics Examples Public Health...
  • 16. Large Sales Low Health Impact High Health Impact Narrow Target Audience Bad Games Bad Targets
  • 17. Solve Delta between sales and health impact Move Beyond disease state based games Better Games Better Targets
  • 18. Health is a state of complete physical, mental, and social well-being and not merely the absence of disease or infirmity. WHO
  • 19. Positive Health “Positive health describes a state beyond the mere absence of disease and is definable and measurable.” - Dr. Martin Seligman Can we instigate “super health” or positive “health assets” that create improved future health outcomes? Biological Markers Psychological Markers Functional Markers • Less frequent and briefer ailments • Rapid wound healing • Enhanced recuperative ability • Greater physiological reserves Hypothesis:
  • 20. Sensors Connected Health Quantified Health Positive Health Sensors Connected Health Quantified Health
  • 21. What this means... Get to you earlier +Self efficacy about healthiness build health assets 10-40 engaged! change model of self-health biometric games
  • 23. Not disease based Consumer biz/dist models multiple health issues ideally global be healthier immediately... offers population effects address new health model & health literacy needsaddress new health model & health literacy needs
  • 24. First Aid Positive Psychology & PERMA Exergaming Nutrition RiskyMe Healthy Me Probability Anti-Drug, Smoking, STD, Alcohol Cognitive Health Hygiene/ Infectious Health Stress Health Finances &Consumption Vaccines Crowdsourcing Self Diagnostics Emotional Health
  • 25. G G G G G G G G G G G G G G G G G SEO XBox Live Facebook iPad PSN Twitter Android iPhone Wii HTML5 STEAM Origin Ephemeral Kongregate Windows 8 Mac App Store Nutrition First Aid Self Diagnostic Crowdsourcing PERMA First Aid Self Diagnostic Vaccines Viral HealthyMe RiskyMe First Aid Anti-STD HealthyMe Probability Vaccines
  • 27. Disclosure: Digitalmill is a paid design & production consultant to this project.
  • 30. • Mobile Devices • Mobile Sites and Apps • The Mobile User • The Mobile Experience 4 Mobile Overview #SM4PH In this session we are going to focus on a few aspects of mobile:
  • 31. • Mobile in Public Health • Benefits of Mobile • Effective Mobile • Best Practices • Cool Tools 5 Mobile Overview #SM4PH Also,
  • 33. 7 Devices #SM4PH • Mobile devices are generally considered phones (smart and non- smart), tablets and laptops. • By the end of 2013, the number of mobile-connected devices will exceed the number of people on earth. (source)
  • 34. 8 Devices #SM4PH Take-Aways • There are different types of mobile devices • Devices vary greatly in aspects such as operating systems, screen sizes, resolution • Devices are being released constantly
  • 36. Site & Apps Mobile Site Similar to any other website but are designed for the smaller displays and touch-screen interfaces Mobile App Actual applications which are downloaded and installed, rather than browsed to within a browser 10#SM4PH
  • 37. Site & Apps Mobile Sites Pros: • Cheaper to create • Easier to maintain • Device agnostic Cons: • Limited access to device features • Dependent on connectivity 11#SM4PH
  • 38. Site & Apps Mobile Apps Pros: • Perform faster • Higher success rates • No connection required Cons: • Higher costs for development & maintenance • Additional efforts for each supported platform 12
  • 39. The Mobile User Gender: virtually even between men and women Age: highest among 18-49 year olds Geographic: highest among urban and suburban users Who Owns Them Ethnicity: almost even among groups Income: highest among people earning over 75k but still significant below that income bracket 14#SM4PH
  • 40. The Mobile Experience 15#SM4PH Differences in the mobile experience: • Not always seated • Not always in an expected environment • Keyboards and mice can’t always be expected • Smaller screens • Difficult to multi-task
  • 41. Benefits of Mobile 16#SM4PH • Improved user experience • Increased engagement • Increased reach • In the moment access
  • 42. Effective Mobile • Be Responsive • Avoid Flash • Minimize inputs needed • Size graphics/images appropriately 17#SM4PH
  • 43. Best Practices • Have a Multi-Device Strategy • Redirect appropriately • Insure the message is appropriately focused • Insure links/buttons are big enough to touch • Insure forms are optimized • Insure accessibility • Take advantage of mobile’s unique attributes 18#SM4PH
  • 44. Mobile in Public Health 19#SM4PH National HIV & STD Testing Resources
  • 45. • Developed by: – American Red Cross • Features: – Step-by-step instructions guide users through everyday first aid scenarios. – Integrated with 9-1-1 to call EMS from the app at any time. – Videos and animations make learning easier – Safety tips – Interactive quizzes • Download: – iPhone link – Android link Mobile in Public Health
  • 46. • Developed by: – Dept. Veterans Affairs • Features: – Learn about PTSD – Self-Assessment – Manage Symptoms – Find Support • Download: – iPhone link – Android link Mobile in Public Health
  • 47. Cool Tools • Responsive Design Frameworks (Bootstrap) • Responsive Design Testing • Adobe Edge Inspect • MediaQueri.es • Google Plus 22#SM4PH
  • 48. Want More In the Know? Join us from 2-3 p.m. EST for… •Facebook & Image-Sharing – April 23 • Google Plus & YouTube – May 14 • Measurement & Evaluation – June 4 23 Tweet “I’m in the know” with your tips and success stories @CDCNPIN and be featured in our next #SM4PH webcast! #SM4PH
  • 49. Acknowledgements Presenters Erin Edgerton Norvell & Harsha Vemulapalli Special Guest Ben Sawyer, Games for Health Executive Producers Harry Young & Melissa Beaupierre Technical Producer/Director James Bethea Social Media Coordinator Carlos Chapman Health Communications Support Team Katie Mooney, Tiffany Spencer & Tessa Revolinski25