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Engagement through Gaming & Gamification




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Let’s Explore…
      Context & Story = _______________

                 Gaming & Gamification
                       What…Who…Why
                    Health eGames Examples

          Digital Engagement 4 Wellness
        Mobile…Gaming…Gamification…Social Media
                  Supporting Evidence

                           Discussion
Note: This handout provides highlights of the upcoming talk on November 3
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Context…




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Context…       Our Silos
           it’s really about…




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Story - Sweating with Video Games




             Wii What???
   My Kids Sweating over Video Games!!!                           5
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Story - 20/20 Vision for 2020




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Source: Medical Informatics 20/20: Quality & EHRs through Collaboration, Open Solutions and Innovation,
Douglas Goldstein & Peter Groen, Jones & Bartlett Publishers, 2007
                                                                                                          © All Rights Reserved
Gaming & Gamification




Go to where people are at…


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Leaders Using Games to Connect with Customers




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Gaming Definition
A video game is an immersive experience involving
     interaction and feedback through electronic
  devices , video screens and human direction and
                   decision making
Elements:
   World
   Storyline
   Actors / Avatars
   Game Design
   Sensory Stimulation & Interactivity
   Decision making                                                 9
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Video Games Genres
   AAA Video Games -                  Health eGames
    Console                                   Exergames
          Action – First Shooter             Brain Fitness
          Action-Adventure                   Condition Management
          Role Playing                       Health Eating
           Simulation
       
                                       Serious Games
          Strategy
                                              Advergame
   Casual Games                              Edutainment
          Board, puzzle, time                Edumarketing
           management, etc.                   News Games
          Web portals - Pogo                 Training
   Social Games                              Organizational
                                              Simulations
          Facebook
          Mobile
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Rapid Growth Gaming Market –
              Casual, Mobile & Social
Casual games market growing exponentially - 2010 estimate $13.5B
  up from $2.2 billion in 2008
   •   Casual gaming is generally individual playing online or on a mobile
       device from a few minutes to 20 minutes.
Mobile social gaming market is growing 20% a year. Estimated to
  reach $11.4B in 2011
   •   70 to 80% of downloaded apps are games.
                         Source Gartner, May 17, 2010 Wireless and Mobile News



Social gaming forecast: estimated $1.5B in 2014
   •   Social gaming is gaming by a network of people either in an
       asynchronous or synchronous mode
   •   Social Gaming (on Facebook and other social networks) is a new
       rapid growth sector in the video gaming industry

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                                                                         iConecto, Inc. Copyright 2011, All Rights Reserved
                                                                                                                      © All Rights Reserved
Gamification
                   …is turning work into play
  …builds desired behaviors and skills in a more effective and
                          engaging way
  …uses game play mechanics for non-game applications and
        takes advantage of people‟s desire to play games
…leverages animation, leaderboards, competition, collaboration
                    and any engaging method




                                          Humans of all ages learn
                                          through play and games



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Gamification Tool Set
   Achievement Badges
   Leader Boards
   Progress Bars
   Virtual Currency
   Points
   Challenges
   Rewards & Recognition
   eCoupons
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Defined
   “Game theory is, essentially, a form of mathematics which attempts to
    predict behavior in any sort of "strategic" environment, whether it be the
    decisions made by armies on a battlefield, the trends within a financial
    marketplace, or the growth and development of animal species in certain
    environments.” Isaac M. McPhee
                 influencing human health behavior to
    …in health is about
    stimulate happiness, reduce costs and improve
    health status
   Game theory is a mathematical method for analyzing calculated
    circumstances (games) where a person‟s success is based upon the
    choices of others.[1] An alternative term suggested "as a more
    descriptive name for the discipline" is interactive decision theory.[2]
    Game theory is mainly used in economics, political science, and
    psychology, and other, more prescribed sciences, like logic or biology.
    Wikipedia                                                                                14
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Health eGaming
Health eGames - Key Attributes:
  1.   Fun and Healthy
       Entertainment + Benefit


  2.   Mobile, Multimedia, M2M Sensors
       Includes traditional sports via electronic
         monitoring




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Market - Gaming / Productive
                     Entertainment
Electronic video gaming is the #1 entertainment industry in the world.
    Estimated at $76B in 2013 with CAGR of 8.9%
   Source: The Video Gaming Market Outlook Report, Business Insights. August 1, 2009



Productive Entertainment or Health eGames - $6.7B Market in 2008
      •     Exergames
      •     Condition Management
      •     Nutrition
      •     Brain Fitness
      •     Professional – Serious Games


Exergaming market was $6.4 billion in 2008

Rapid growth of exergaming continues with Microsoft Kinect, Sony
   Move & mobile movement gaming

          Source: Health eGames Market Report – How Video Games, Social Media, Mobile & Virtual Worlds will Revolutionize Health
          Douglas Goldstein, Andy Donner & Julia Loughran, Physic Ventures & iConecto 2008
                                                                                                                                                   16
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People Engaged with
                         Health eGames!

    Consumers:
   Health eGames                                             Industry:
    $6.7 Billion                                             Health &
Source: Health eGames Market Report 2008                   Productivity
          Exergames                     Health eGames
     Condition Management
                                               +
                                                               $2.3B
         Health Eating
         Brain Fitness                   Social Media        Source: HIRC 2007
                                                                 Wellness
         Professional                          +                Prevention
                                      Behavioral Science         Disease
                                                               Management


                                  …Supports Better Health
                                                                                                    17
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Examples




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500+ Health eGames Across Care Continuum
     Well               At Risk                 Acute                  Chronic                                          Catastrophic
                                                                                                                         Conditions
  low risk, good         inactivity, high     Conditions            prevalent diseases
                      stress, overweight,                                                                                 severe burns,
 nutrition, active                          respiratory, strains       and chronic
                     high blood pressure,                                                                               premature infant,
     lifestyle                                 and sprains,             conditions
                            smoking                                                                                        head injury
                                               lacerations




                                                                                                                                                    19
                                                                   iConecto, Inc. Copyright 2011, All Rights Reserved       © All Rights Reserved
Helping teens fight cancer better & smarter

          http://www.re-mission.net/site/game/index.php                           20
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Well-tainment




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Gaming 4 Brain Fitness




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Brain Fitness Landscape
                              Market Analysis
Entertainment




 Type of Offering




                                                                   CD-Rom
     Science                                                       Console
                                                                   Online
            Computer, CD-ROM,                          Web
                Console, Mobile   Type of Technology
                                                       Adapted from:
                                                                                                23
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Mobile Sensors - Everywhere

Challenge:
   Get people moving
   though fun, casual
   gaming
Solution:
   Deliver an addictive
   casual game tied to
   external movement
   sensor to engage,
   entertain and energize
   players to move more to
   travel across the world

                                                                                                          24
                             iConecto, Inc. Copyright 2011, All Rights Reserved   © All Rights Reserved
Diabetes Health-tainment
Challenge: Deliver
engagement, fun
and diabetes
education and self-
management
support.


Solution: Delivers three diabetes health
education games – Solitaire, Diabetes-
Quiz, and Matching. All educational
content meets ADA standards.
Leaderboards, incentives and social
connectivity components integrated by the
platform can provide a complete
entertaining & educational experience.
                                                                    25
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Stealth Health - Hidden Object & Time Management




    Categories: Allergy, Asthma & Respiratory
    Target Market: Mothers with children needing fun & Connect2Care     TM
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Rehab@Anywhere with Gaming




3D Cameras + Video Games + TeleHealth
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Digital Engagement




Fitness & Health is Viral                           28
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Reactive to ________________
     Past / Present         Today / Tomorrow




                               @Anywhere Care
   Location Based Care
                                                                       29
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Meeting Human Needs…

Cloud Care…                         Fitness




Understanding customers and what they want, even if they don’t know it!
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Communities of Care                      Social Gaming 4 Health
    Motion Sensors       Gamification
                                               Active Gaming
 Gesture Tracking
                                                 Health eGames
 Virtual Reality
                                  Social           Productive
Virtual Currency      Mobile                      Entertainment
                                  Media
   Video Games                                    Geo Health
   Leaderboards                              Augmented Reality
                          Behavioral
                                            Connect2CareTM
      Point of Need       Science &
                          Analytics
                                                                                 31
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One Answer…
         Fitness Games are HOT                           70% of Mobile
                                                         App Downloads                 Social Games = $$$
                                                           are GAMES



       Your Shape (X360)
                                  Fitness Ultimatum
              new
                                      I & II (Wii)
                                      1.3 million

                                                           Wearable
                                                        Sensors are HERE
                                                        (smartphones & 400M others)




                                                                                       Mobile…Social Media…
EA Sports Active   Wii Fit Plus      Wii Sports (Wii)                                  Gamification…Analytics
     (Wii)            (Wii)           64.1 million                                    Behavior Change Science
  3.2 million      13.2 million


                                                             Nike + GPS                                                        32
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Finding - Social Gamer Profile is
                 Desirable
•   77% of social gamers are between 22 and 59
•   40% are between 30 and 49
•   54% are women
•   38% have children at home
•   41% work full-time
•   11% are home makers
•   79% have some education beyond high school
•   80% have income in excess of 25k
                     Source: 2010 Social Gaming Research – Information Solutions Group, Pop Cap 2010



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Today – Data Driven Fitness




One million people using Nike+ to track their
 running & challenge friends anywhere…                             35
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as the next key vital sign
http://www.youtube.com/watch?v=vrlmJycNsF8

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Research
   35+ published studies have been done or are
    being completed which show that well-designed
    games can help engage and empower
    consumers; this leads to higher treatment
    regime adherence, better overall health, and
    more clarity in communication with others
   50+ online social networks designed to support
    a variety of health-related issues demonstrate
    the importance of peer support and information
    in addition to that of medical professionals
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                                              © All Rights Reserved
RE-MISSION

FIGHT CANCER

   20 levels
   7 cancer types
   Objectives: kill cells, manage
    side-effects and complications
   Weapons: chemo, radiation,
    antibiotics, stool softener

Game developer:




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                                     © All Rights Reserved
PEDIATRICS AUGUST 2008
    RE-MISSION WORKS
•   Improved treatment adherence
       - Increase in antibiotic utilization
       - Blood chemo levels higher

•   Improved cancer knowledge

•   Greater self-efficacy
    Increased belief in ability to control/cope
    with cancer




                                                                  39
                                          © All Rights Reserved
RESEARCH

RE-MISSION OUTCOMES STUDY
   Randomized, controlled study of a videogame intervention
    374 young people with cancer (13-29 years old)
          Any malignancy diagnosis
          On treatment > 4 months

      34 hospitals
          United States, Canada, Australia
          English, Spanish, French

      Design: control game vs. Re-Mission + control game

      Measures: psychological and health outcomes


                                                                                       40
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RESEARCH

RE-MISSION WORKS
                                                         Cancer Knowledge                                                                       Self-Efficacy
                                                                   p = .034                                                                               p = .027
                                                         70                                                                                   6.2
           Intervention-targeted knowledge (% correct)




                                                                                                  Cancer-specific self-efficacy (1-7 scale)
                                                                                                                                                                       Re-Mission
                                                                                     Re-Mission
                                                         65                                                                                   6.0
                                                                                     Control
                                                                                                                                                                       Control

                                                         60                                                                                   5.8



                                                         55                                                                                   5.6
                                                              Baseline   Follow-up                                                                  Baseline   Follow-up




 Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents
                                         and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317.
                                                                                                                                                                                                          41
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RESEARCH

RE-MISSION WORKS
                                       Antibiotics                   Chemotherapy: Oral 6MP
                                            p = .008                                                        p = .002
                                       40                                                  3.8

                                                                                                                          Re-Mission
                                       30
               Total MEMS Cap Events




                                                                      Plasma 6MP (log10)
                                                                                           3.6
                                                                                                                          Control
                                       20

                                                                                           3.4
                                       10


                                       0
                                                                                           3.2
                                            Control

                                                      Re-Mission




                                                                                                 Baseline     Follow-up




  Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents
                                          and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317.
                                                                                                                                                                42
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DISTRIBUTION

RE-MISSION WORKS
GAME DISTRIBUTION                     Supported in part by:

• 145,000 copies
• 81 countries
• www.re-mission.net

MEDIA
                   HopeLab: Video Games for Health




                                                     Warning: Playing These Video Games May
                                                     Be Good for Your Health                                43
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Discussion




So…how do we create the future?
                                                      44
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Powered with your…




Inventions & Innovation Do Not
        Happen Alone…

                                 © All Rights Reserved
Distinctive…
   New „Idea‟ „Product‟ or „Process‟ that is
    useful and practical
      „different‟
     „improved‟




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…depends on teams working smarter and:



Engagement
with Game Theory +
                       Collaboration


                                          Ingenuity


Technology           Process Innovation
                                                                         47
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48
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Intelligent              Interactive
              Involved




        …will support _ _ _ _
               Insightful
Interpersonal _ _ _ _, together!
       ____
                                                           49
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Harvard Business Press Nov 2009




Penguin Press 2011

                                                       Douglas Goldstein & Physic Ventures Oct 2008



                     Financial Times Press Nov 2008
                                                                                                     50

                                                                                 © All Rights Reserved
Douglas Goldstein
                            eFuturist…Beyond Theory to Action
                            

                       Innovator… Lead…Innovate…Transform
Latest Books:
Health eGames – How Social Media, Video Games
and Virtual Worlds will Revolutionize Health
Medical Informatics 20/20: Quality and EHRs through
Collaboration, Open Solutions and Innovation
    Other Recent Publications:
    •eHealthcare: Harness the Power of Internet e-Commerce &
    e-Care
    •Quality, Safety and Cost Effectiveness through
    Leadership and Health Information Technology
    •Best of the Net Guides to Health and Wellness and
    Healthcare and Medicine
          Douglas Goldstein doug@eFuturist.net 703.626.0798 m
                            www.eFuturist.net

                                                                © All Rights Reserved

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MHealthcon 2011 Present - Douglas Goldstetin on Engagement Through Gaming

  • 1. Engagement through Gaming & Gamification © All Rights Reserved
  • 2. Let’s Explore… Context & Story = _______________ Gaming & Gamification What…Who…Why Health eGames Examples Digital Engagement 4 Wellness Mobile…Gaming…Gamification…Social Media Supporting Evidence Discussion Note: This handout provides highlights of the upcoming talk on November 3 2 © All Rights Reserved
  • 3. Context… 3 © All Rights Reserved
  • 4. Context… Our Silos it’s really about… 4 © All Rights Reserved
  • 5. Story - Sweating with Video Games Wii What??? My Kids Sweating over Video Games!!! 5 © All Rights Reserved
  • 6. Story - 20/20 Vision for 2020 6 Source: Medical Informatics 20/20: Quality & EHRs through Collaboration, Open Solutions and Innovation, Douglas Goldstein & Peter Groen, Jones & Bartlett Publishers, 2007 © All Rights Reserved
  • 7. Gaming & Gamification Go to where people are at… 7 © All Rights Reserved
  • 8. Leaders Using Games to Connect with Customers 8 © All Rights Reserved
  • 9. Gaming Definition A video game is an immersive experience involving interaction and feedback through electronic devices , video screens and human direction and decision making Elements:  World  Storyline  Actors / Avatars  Game Design  Sensory Stimulation & Interactivity  Decision making 9 © All Rights Reserved
  • 10. Video Games Genres  AAA Video Games -  Health eGames Console  Exergames  Action – First Shooter  Brain Fitness  Action-Adventure  Condition Management  Role Playing  Health Eating Simulation   Serious Games  Strategy  Advergame  Casual Games  Edutainment  Board, puzzle, time  Edumarketing management, etc.  News Games  Web portals - Pogo  Training  Social Games  Organizational  Simulations  Facebook  Mobile 10 © All Rights Reserved
  • 11. Rapid Growth Gaming Market – Casual, Mobile & Social Casual games market growing exponentially - 2010 estimate $13.5B up from $2.2 billion in 2008 • Casual gaming is generally individual playing online or on a mobile device from a few minutes to 20 minutes. Mobile social gaming market is growing 20% a year. Estimated to reach $11.4B in 2011 • 70 to 80% of downloaded apps are games. Source Gartner, May 17, 2010 Wireless and Mobile News Social gaming forecast: estimated $1.5B in 2014 • Social gaming is gaming by a network of people either in an asynchronous or synchronous mode • Social Gaming (on Facebook and other social networks) is a new rapid growth sector in the video gaming industry 11 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  • 12. Gamification …is turning work into play …builds desired behaviors and skills in a more effective and engaging way …uses game play mechanics for non-game applications and takes advantage of people‟s desire to play games …leverages animation, leaderboards, competition, collaboration and any engaging method Humans of all ages learn through play and games 12 © All Rights Reserved
  • 13. Gamification Tool Set  Achievement Badges  Leader Boards  Progress Bars  Virtual Currency  Points  Challenges  Rewards & Recognition  eCoupons 13 © All Rights Reserved
  • 14. Defined  “Game theory is, essentially, a form of mathematics which attempts to predict behavior in any sort of "strategic" environment, whether it be the decisions made by armies on a battlefield, the trends within a financial marketplace, or the growth and development of animal species in certain environments.” Isaac M. McPhee  influencing human health behavior to …in health is about stimulate happiness, reduce costs and improve health status  Game theory is a mathematical method for analyzing calculated circumstances (games) where a person‟s success is based upon the choices of others.[1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.[2] Game theory is mainly used in economics, political science, and psychology, and other, more prescribed sciences, like logic or biology. Wikipedia 14 © All Rights Reserved
  • 15. Health eGaming Health eGames - Key Attributes: 1. Fun and Healthy Entertainment + Benefit 2. Mobile, Multimedia, M2M Sensors Includes traditional sports via electronic monitoring 15 © All Rights Reserved
  • 16. Market - Gaming / Productive Entertainment Electronic video gaming is the #1 entertainment industry in the world. Estimated at $76B in 2013 with CAGR of 8.9% Source: The Video Gaming Market Outlook Report, Business Insights. August 1, 2009 Productive Entertainment or Health eGames - $6.7B Market in 2008 • Exergames • Condition Management • Nutrition • Brain Fitness • Professional – Serious Games Exergaming market was $6.4 billion in 2008 Rapid growth of exergaming continues with Microsoft Kinect, Sony Move & mobile movement gaming Source: Health eGames Market Report – How Video Games, Social Media, Mobile & Virtual Worlds will Revolutionize Health Douglas Goldstein, Andy Donner & Julia Loughran, Physic Ventures & iConecto 2008 16 © All Rights Reserved
  • 17. People Engaged with Health eGames! Consumers: Health eGames Industry: $6.7 Billion Health & Source: Health eGames Market Report 2008 Productivity Exergames Health eGames Condition Management + $2.3B Health Eating Brain Fitness Social Media Source: HIRC 2007 Wellness Professional + Prevention Behavioral Science Disease Management …Supports Better Health 17 © All Rights Reserved
  • 18. Examples 18 © All Rights Reserved
  • 19. 500+ Health eGames Across Care Continuum Well At Risk Acute Chronic Catastrophic Conditions low risk, good inactivity, high Conditions prevalent diseases stress, overweight, severe burns, nutrition, active respiratory, strains and chronic high blood pressure, premature infant, lifestyle and sprains, conditions smoking head injury lacerations 19 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  • 20. Helping teens fight cancer better & smarter http://www.re-mission.net/site/game/index.php 20 © All Rights Reserved
  • 21. Well-tainment 21 © All Rights Reserved
  • 22. Gaming 4 Brain Fitness 22 © All Rights Reserved
  • 23. Brain Fitness Landscape Market Analysis Entertainment Type of Offering CD-Rom Science Console Online Computer, CD-ROM, Web Console, Mobile Type of Technology Adapted from: 23 © All Rights Reserved
  • 24. Mobile Sensors - Everywhere Challenge: Get people moving though fun, casual gaming Solution: Deliver an addictive casual game tied to external movement sensor to engage, entertain and energize players to move more to travel across the world 24 iConecto, Inc. Copyright 2011, All Rights Reserved © All Rights Reserved
  • 25. Diabetes Health-tainment Challenge: Deliver engagement, fun and diabetes education and self- management support. Solution: Delivers three diabetes health education games – Solitaire, Diabetes- Quiz, and Matching. All educational content meets ADA standards. Leaderboards, incentives and social connectivity components integrated by the platform can provide a complete entertaining & educational experience. 25 © All Rights Reserved
  • 26. Stealth Health - Hidden Object & Time Management Categories: Allergy, Asthma & Respiratory Target Market: Mothers with children needing fun & Connect2Care TM 26 © All Rights Reserved
  • 27. Rehab@Anywhere with Gaming 3D Cameras + Video Games + TeleHealth 27 © All Rights Reserved
  • 28. Digital Engagement Fitness & Health is Viral 28 © All Rights Reserved
  • 29. Reactive to ________________ Past / Present Today / Tomorrow  @Anywhere Care  Location Based Care 29 © All Rights Reserved
  • 30. Meeting Human Needs… Cloud Care… Fitness Understanding customers and what they want, even if they don’t know it! 30 © All Rights Reserved
  • 31. Communities of Care Social Gaming 4 Health Motion Sensors Gamification Active Gaming Gesture Tracking Health eGames Virtual Reality Social Productive Virtual Currency Mobile Entertainment Media Video Games Geo Health Leaderboards Augmented Reality Behavioral Connect2CareTM Point of Need Science & Analytics 31 © All Rights Reserved
  • 32. One Answer… Fitness Games are HOT 70% of Mobile App Downloads Social Games = $$$ are GAMES Your Shape (X360) Fitness Ultimatum new I & II (Wii) 1.3 million Wearable Sensors are HERE (smartphones & 400M others) Mobile…Social Media… EA Sports Active Wii Fit Plus Wii Sports (Wii) Gamification…Analytics (Wii) (Wii) 64.1 million Behavior Change Science 3.2 million 13.2 million Nike + GPS 32 © All Rights Reserved
  • 33. Finding - Social Gamer Profile is Desirable • 77% of social gamers are between 22 and 59 • 40% are between 30 and 49 • 54% are women • 38% have children at home • 41% work full-time • 11% are home makers • 79% have some education beyond high school • 80% have income in excess of 25k Source: 2010 Social Gaming Research – Information Solutions Group, Pop Cap 2010 33 © All Rights Reserved
  • 34. 34 © All Rights Reserved
  • 35. Today – Data Driven Fitness One million people using Nike+ to track their running & challenge friends anywhere… 35 © All Rights Reserved
  • 36. as the next key vital sign http://www.youtube.com/watch?v=vrlmJycNsF8 36 © All Rights Reserved
  • 37. Research  35+ published studies have been done or are being completed which show that well-designed games can help engage and empower consumers; this leads to higher treatment regime adherence, better overall health, and more clarity in communication with others  50+ online social networks designed to support a variety of health-related issues demonstrate the importance of peer support and information in addition to that of medical professionals 37 © All Rights Reserved
  • 38. RE-MISSION FIGHT CANCER  20 levels  7 cancer types  Objectives: kill cells, manage side-effects and complications  Weapons: chemo, radiation, antibiotics, stool softener Game developer: 38 © All Rights Reserved
  • 39. PEDIATRICS AUGUST 2008 RE-MISSION WORKS • Improved treatment adherence - Increase in antibiotic utilization - Blood chemo levels higher • Improved cancer knowledge • Greater self-efficacy Increased belief in ability to control/cope with cancer 39 © All Rights Reserved
  • 40. RESEARCH RE-MISSION OUTCOMES STUDY Randomized, controlled study of a videogame intervention  374 young people with cancer (13-29 years old)  Any malignancy diagnosis  On treatment > 4 months  34 hospitals  United States, Canada, Australia  English, Spanish, French  Design: control game vs. Re-Mission + control game  Measures: psychological and health outcomes 40 40 © All Rights Reserved
  • 41. RESEARCH RE-MISSION WORKS Cancer Knowledge Self-Efficacy p = .034 p = .027 70 6.2 Intervention-targeted knowledge (% correct) Cancer-specific self-efficacy (1-7 scale) Re-Mission Re-Mission 65 6.0 Control Control 60 5.8 55 5.6 Baseline Follow-up Baseline Follow-up Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317. 41 41 © All Rights Reserved
  • 42. RESEARCH RE-MISSION WORKS Antibiotics Chemotherapy: Oral 6MP p = .008 p = .002 40 3.8 Re-Mission 30 Total MEMS Cap Events Plasma 6MP (log10) 3.6 Control 20 3.4 10 0 3.2 Control Re-Mission Baseline Follow-up Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122: e305-e317. 42 42 © All Rights Reserved
  • 43. DISTRIBUTION RE-MISSION WORKS GAME DISTRIBUTION Supported in part by: • 145,000 copies • 81 countries • www.re-mission.net MEDIA HopeLab: Video Games for Health Warning: Playing These Video Games May Be Good for Your Health 43 © All Rights Reserved
  • 44. Discussion So…how do we create the future? 44 © All Rights Reserved
  • 45. Powered with your… Inventions & Innovation Do Not Happen Alone… © All Rights Reserved
  • 46. Distinctive…  New „Idea‟ „Product‟ or „Process‟ that is useful and practical  „different‟  „improved‟ 46 © All Rights Reserved
  • 47. …depends on teams working smarter and: Engagement with Game Theory + Collaboration Ingenuity Technology Process Innovation 47 © All Rights Reserved
  • 48. 48 © All Rights Reserved
  • 49. Intelligent Interactive Involved …will support _ _ _ _ Insightful Interpersonal _ _ _ _, together! ____ 49 © All Rights Reserved
  • 50. Harvard Business Press Nov 2009 Penguin Press 2011 Douglas Goldstein & Physic Ventures Oct 2008 Financial Times Press Nov 2008 50 © All Rights Reserved
  • 51. Douglas Goldstein eFuturist…Beyond Theory to Action   Innovator… Lead…Innovate…Transform Latest Books: Health eGames – How Social Media, Video Games and Virtual Worlds will Revolutionize Health Medical Informatics 20/20: Quality and EHRs through Collaboration, Open Solutions and Innovation Other Recent Publications: •eHealthcare: Harness the Power of Internet e-Commerce & e-Care •Quality, Safety and Cost Effectiveness through Leadership and Health Information Technology •Best of the Net Guides to Health and Wellness and Healthcare and Medicine Douglas Goldstein doug@eFuturist.net 703.626.0798 m www.eFuturist.net © All Rights Reserved