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MHealthcon 2011 Present - Douglas Goldstetin on Engagement Through Gaming
- 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
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- 4. Context… Our Silos
it’s really about…
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- 5. Story - Sweating with Video Games
Wii What???
My Kids Sweating over Video Games!!! 5
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- 6. 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
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- 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
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- 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
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- 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
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- 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
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- 13. Gamification Tool Set
Achievement Badges
Leader Boards
Progress Bars
Virtual Currency
Points
Challenges
Rewards & Recognition
eCoupons
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- 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
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- 15. 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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- 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
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- 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
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- 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
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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
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- 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:
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- 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
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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.
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- 26. Stealth Health - Hidden Object & Time Management
Categories: Allergy, Asthma & Respiratory
Target Market: Mothers with children needing fun & Connect2Care TM
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- 30. Meeting Human Needs…
Cloud Care… Fitness
Understanding customers and what they want, even if they don’t know it!
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- 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
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- 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
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- 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
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- 35. Today – Data Driven Fitness
One million people using Nike+ to track their
running & challenge friends anywhere… 35
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- 36. as the next key vital sign
http://www.youtube.com/watch?v=vrlmJycNsF8
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- 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
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- 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:
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- 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
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- 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
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- 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.
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- 42. RESEARCH
RE-MISSION WORKS
Antibiotics Chemotherapy: Oral 6MP
p = .008 p = .002
40 3.8
Re-Mission
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Total MEMS Cap Events
Plasma 6MP (log10)
3.6
Control
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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.
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- 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
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- 46. Distinctive…
New „Idea‟ „Product‟ or „Process‟ that is
useful and practical
„different‟
„improved‟
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- 47. …depends on teams working smarter and:
Engagement
with Game Theory +
Collaboration
Ingenuity
Technology Process Innovation
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- 49. Intelligent Interactive
Involved
…will support _ _ _ _
Insightful
Interpersonal _ _ _ _, together!
____
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- 50. Harvard Business Press Nov 2009
Penguin Press 2011
Douglas Goldstein & Physic Ventures Oct 2008
Financial Times Press Nov 2008
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- 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
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