The document discusses three major trends in healthcare: social, mobile, and games. Social media has become ubiquitous with the rise of platforms like Facebook. Mobile access is also rising rapidly with more clinicians using smartphones and tablets. Games have potential for health applications, but gamification alone may not be as effective as actual games.
7. WHAT WORKS
1. GIVE PEOPLE
INFORMATION
2. LEVERAGE EXISTING
COMMUNITIES
3. ALIGN BUSINESS NEEDS WITH
COMMUNITY INTEREST
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8. 1. SOCIAL IS UBIQUITOUS
2. RISE OF MOBILE
3. GAMES VS. GAMIFICATION
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9. MOBILE IS BIG
SMARTPHONE USERS (MILLIONS) MOBILE APP SALES ($BILLIONS USD)
300 15
303 $15.0
200 10
174
143
100 5
$5.2
60
0 0
2010 2011 2010 2011
US WORLDWIDE
(AND GETTING BIGGER)
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10. CLINICIAN SMARTPHONE PLATFORMS
80%
84%
OF U.S. DOCTORS
60%
40%
WILL HAVE A
SMARTPHONE BY 20%
THE END OF 2011
0%
IPHONE ANDROID BLACKBERRY OTHER
SOURCE: APTILON, MANHATTAN RESEARCH
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11. CLINICIAN TABLET PLATFORMS
38%
OF U.S. DOCTORS
WINDOWS
12%
ANDROID
9%
WILL HAVE AN IPAD
BY THE END OF 2011
59%
OF DOCTORS WITH AN IPAD
IPAD
79%
CURRENTLY USE IT FOR
MEDICAL TASKS PREFERRED TABLET PLATFORM
SOURCE: APTILON
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22. ZOMBIES RUN!: A MOBILE RUNNING GAME
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23. WHY MOBILE GAMES? BY THE NUMBERS IN 2011
250M 250M
200M 200M
150M 150M
VS.
100M 100M
50M 50M
2005 2006 2007 2008 2009 2010 2011 2005 2006 2007 2008 2009 2010 2011
IOS (ALL) ANDROID PS3 XBOX 360 WII
(CUMULATIVE WORLDWIDE USERS IN MILLIONS)
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