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Kuopio Innovation is a business developer that opens up new opportunities for innovative organisations by combining ideas, experts and new ways of thinking.
•Established in March 2008 
•Operating area: Kuopio area 
•Owners: City of Kuopio (68 %), Technopolis Plc. (24 %), University of Eastern Finland (4 %) and Savonia University of Applied Sciences (4 %) 
•Business volume € 2,4 million (2012) 
•Chairman of the board: Petteri Paronen, Mayor, City of Kuopio 
•Managing Director: Heikki Helve 
•Staff: 17 
Kuopio Innovation Ltd.
Finland is at a world-level benchmark in terms of eHealth
Finland hosts today one of the most active and rapidly expanding game industries in the world 
Source: Finnish Game Industry 2014, Neogames
•Gamification in health promotion is all about the games cited characteristics and applications of the technologies to promote health by emphasising the prevention of diseases, affecting the lifestyle changes and self-care 
•Games for Health supports entrepreneurship, rapid technological experiments and organises activating events 
•[products] [jamvideo1] [jamvideo2] [video3] 
“It’s all about collaboration and co-creation„
•Gathers people with all kinds of backgrounds together for 24 or 48 hours co-creation event 
•Combines health and gaming technologies, fast prototyping and community participation 
•Promotes entrepreneurship and provides platform for cross-sectoral collaboration 
Games for Health Game Jam 
Global Network 
Innovative Markets 
Companies 
Education 
Research 
Funding 
Collisions New Innovations Start-Up 
Infrastructure 
Networking and Co-operation 
of companies 
Digital Technology 
48h
•App to increase young people’s awareness about their own well-being and the ways to improve it 
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital 
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron 
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications 
Achievements – Examples in real life environments
•App to increase young people’s awareness about their own well-being and the ways to improve it 
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital 
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron 
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications 
Achievements – Examples in real life environments
•The game is based on a one minute deep breathing test develop by a German neurophysiologist, where the regulation of autonomic nervous system is being measured through deep breathing from that particular person’s ECG data. 
•The mobile app creates an avatar based on the gotten test results. The game encourages the user to improve the avatar through training since with better test results one is rewarded with a happier, more relaxed avatar. 
HealthyGotch
•App to increase young people’s awareness about their own well-being and the ways to improve it 
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital 
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron 
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications 
Achievements – Examples in real life environments
•App to increase young people’s awareness about their own well-being and the ways to improve it 
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital 
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron 
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications 
Achievements – Examples in real life environments
•App to increase young people’s awareness about their own well-being and the ways to improve it 
•Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital 
•Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron 
•Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications 
Achievements – Examples in real life environments
•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. 
Klassikka upper secondary high school – ActionTrack
•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. 
Finnish Brain Research and Rehabilitation Centre Neuron
http://healthycitieskuopio2015.com/
PLAY MORE, HAVE FUN AND GET HEALTHIER! 
TIINA.ARPOLA ”AT ”KUOPIOINNOVATION.FI 
WWW.GAMESFORHEALTHFINLAND.FI 
WWW.KUOPIOINNOVATION.FI

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Games for Health Europe 2014 - Games for Health Finland

  • 1.
  • 2. Kuopio Innovation is a business developer that opens up new opportunities for innovative organisations by combining ideas, experts and new ways of thinking.
  • 3. •Established in March 2008 •Operating area: Kuopio area •Owners: City of Kuopio (68 %), Technopolis Plc. (24 %), University of Eastern Finland (4 %) and Savonia University of Applied Sciences (4 %) •Business volume € 2,4 million (2012) •Chairman of the board: Petteri Paronen, Mayor, City of Kuopio •Managing Director: Heikki Helve •Staff: 17 Kuopio Innovation Ltd.
  • 4. Finland is at a world-level benchmark in terms of eHealth
  • 5. Finland hosts today one of the most active and rapidly expanding game industries in the world Source: Finnish Game Industry 2014, Neogames
  • 6.
  • 7. •Gamification in health promotion is all about the games cited characteristics and applications of the technologies to promote health by emphasising the prevention of diseases, affecting the lifestyle changes and self-care •Games for Health supports entrepreneurship, rapid technological experiments and organises activating events •[products] [jamvideo1] [jamvideo2] [video3] “It’s all about collaboration and co-creation„
  • 8. •Gathers people with all kinds of backgrounds together for 24 or 48 hours co-creation event •Combines health and gaming technologies, fast prototyping and community participation •Promotes entrepreneurship and provides platform for cross-sectoral collaboration Games for Health Game Jam Global Network Innovative Markets Companies Education Research Funding Collisions New Innovations Start-Up Infrastructure Networking and Co-operation of companies Digital Technology 48h
  • 9. •App to increase young people’s awareness about their own well-being and the ways to improve it •Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital •Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron •Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications Achievements – Examples in real life environments
  • 10. •App to increase young people’s awareness about their own well-being and the ways to improve it •Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital •Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron •Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications Achievements – Examples in real life environments
  • 11. •The game is based on a one minute deep breathing test develop by a German neurophysiologist, where the regulation of autonomic nervous system is being measured through deep breathing from that particular person’s ECG data. •The mobile app creates an avatar based on the gotten test results. The game encourages the user to improve the avatar through training since with better test results one is rewarded with a happier, more relaxed avatar. HealthyGotch
  • 12. •App to increase young people’s awareness about their own well-being and the ways to improve it •Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital •Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron •Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications Achievements – Examples in real life environments
  • 13.
  • 14. •App to increase young people’s awareness about their own well-being and the ways to improve it •Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital •Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron •Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications Achievements – Examples in real life environments
  • 15.
  • 16. •App to increase young people’s awareness about their own well-being and the ways to improve it •Motion sensors based game have been used with complex regional pain syndrome (CRPS) patients at Kuopio University Hospital •Hand-eye coordination with touchscreen gaming table with stroke rehabilitation patients at the Finnish Brain Research and Rehabilitation Center Neuron •Increase physical activity and decreasing sedentary time among school-aged children using physically activating gaming applications Achievements – Examples in real life environments
  • 17.
  • 18. •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. Klassikka upper secondary high school – ActionTrack
  • 19. •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. Finnish Brain Research and Rehabilitation Centre Neuron
  • 21. PLAY MORE, HAVE FUN AND GET HEALTHIER! TIINA.ARPOLA ”AT ”KUOPIOINNOVATION.FI WWW.GAMESFORHEALTHFINLAND.FI WWW.KUOPIOINNOVATION.FI