0% found this document useful (0 votes)
26 views10 pages

Gamification in Healthcare 2

Gamification is increasingly being integrated into healthcare to enhance patient engagement and improve health outcomes through rewards and competitive elements. The approach has shown significant benefits, including a 77% reduction in urgent care visits, and has led to the development of FDA-approved video games for conditions like ADHD. Despite its potential, challenges such as credibility, high costs, and personalization issues remain prevalent in the adoption of gamified healthcare solutions.

Uploaded by

mehran200023
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
26 views10 pages

Gamification in Healthcare 2

Gamification is increasingly being integrated into healthcare to enhance patient engagement and improve health outcomes through rewards and competitive elements. The approach has shown significant benefits, including a 77% reduction in urgent care visits, and has led to the development of FDA-approved video games for conditions like ADHD. Despite its potential, challenges such as credibility, high costs, and personalization issues remain prevalent in the adoption of gamified healthcare solutions.

Uploaded by

mehran200023
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Gaming Your Way To

Improved Health

Swipe to read more


Gamification in Healthcare: Video Games Just
Got Healthier 💪

By providing rewards and a competitive setting,


gamification integrates games into environments where they
are not often found

Presently, gamification is common in domains of education,


marketing, fitness, productivity, and is progressively gaining
traction in field of healthcare too

In healthcare, it is about driving engagement, providing


incentives and intrinsic motivators to enable participation and
motivation to influence health results

Urgent care and emergency clinic visits have been shown to


reduce by 77% as a result of gamification in healthcare
settings

During the pandemic, scientists identified game patterns and


mechanics to understand COVID and develop vaccines

Sources: Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Front Psychol. 2021;12:648552
Health Point launched a program to reward
1978-89
people for healthy behavior
From Playstations To Prescriptions

Health Quest by Microsoft, an interactive CD-


1993-96 ROM game that taught diabetic patients about
their condition through puzzles

Hope Labs introduced Re-Mission to help


teenagers with Cancer
2003-07
Badge Ville, Bunchball, Ripple started to
emerge and offer gamification services to
different companies

Zombie Run by Six to Start was introduced to


motivate users to run
2011-15

Super Better was launched to help users


manage depression, anxiety and personal
growth

2020- First FDA approved video game EndeavorRX


present
by Akili Interactive

Sources: History, Htech


Games sneaking into Healthcare
Easier Diagnostic Provides a simpler
Processes approach to medicine
thus reducing fear
associated with it

Increased motivation, Rising digitalization People are accepting


participation from and technology digital means to keep a
patients in treatment adoption is expected track on their health data
procedure to boost the market as it is more accessible

Improvement rates in patients across various


segments using video games

69%
59%
50%
46%
42% 42%
39%

Psychological Physical Physical Clinician Health Pain Disease Self-


Therapy Therapy Activity Skill Education Distraction Management

Sources: Healthcare, MPO


Gamification is powering up in Healthcare
rapidly, the magic of the elixir...

GR 25%
CA
$38.42
$10.19 BN
$6.33 BN
BN

2019 2020 2028

Gamification in healthcare Increasing digitization and


apps is increasing use of dependence on technology
modern smart devices
THE
Gamification’s fun factor ELIXIR Flexibility factor allows
boosts morale & helps modify gamification to be used
user behaviors, thus, across various fields within
improving health outcomes healthcare domain

Sources: Digital Health, Market


Gamification goes Multi Genre-ational

Fitness
Fitbit uses reward system and competition to motivate better gym performances and step counts

Physical Therapy
MindMaze uses VR, brain imaging and gaming technologies to retrain the brain in stroke victims

Chronic Conditions
mySugr offers its gamified solutions for diabetes management in a fun way for both adults and
children (mysugr junior app)

Psychiatry
Headspace has created a reward system with gamification features that help meditation
become a habit, giving users exactly what they're searching for: calmness of mind

Paediatrics
Didget blood glucose metre from Bayer links to a Nintendo DS game platform. It assists children
(4-14 yrs) in managing their diabetes by rewarding them for regular blood glucose tests

Miscellaneous
Gamification is also used in Epilepsy treatment for younger people
It aids staff training through apps that provide storylines, badges & leaderboards

Sources: Gamify, Medical Futurist, Gamification of Medication Adherence in Epilepsy


Many games are rising up the healthcare ladder
and one even cleared the boss battle
FDA recognition is the highest accreditation in medical field and
recently EndeavorRX received it

EndeavorRX by Akili Interactive

First and only video game approved by FDA


Treats children aged 8 to 12 with ADHD

Snow World

A VR game for burn patients


It distracts patients and provides them
with a means of pain management

Ricky & Marlon

Game is for children with diabetes


Players have to manage their insulin levels while
keeping the glucose levels within an acceptable range

Re-Mission by Hope Labs

First video game scientifically proven


to improve health outcomes for young
people with cancer

Sources: VideoGames, EndeavorRx, SuccessRate


What’s a game without hurdles?!

Lack of credibility in both


patients and doctors. Even
after acceptance,
abandonment rate is high

High Cost of R&D and


marketing the games

Each user reacts differently to


the same application making
personalization vital and
commoditization difficult

Gamification works best for


short term goals but it is
difficult to achieve long term
objectives
Practitioners maybe
technologically challenged
and find it difficult to accept
and use such apps

Sources: MPO
In Gamification School, DTs are the Nerds!
Digital Therapeutics is often confused with games but they require a thorough
clinical trial before they are approved. Let’s look at a detailed comparison
between DTs and games 👇 1

DIGITAL THERAPEUTICS GAMIFICATION

DTx is about the software products


Gamification is about adding game
used in the treatment of medical
mechanics into non-game
conditions. They are studied using
Meaning environments using extrinsic and
randomized clinical trial
intrinsic rewards to motivate users
methodology and reviewed, cleared
to change their behaviors
or certified by regulatory bodies

It may be helpful (together with other


DTx can be used as a standalone tools) for preventive medicine by
therapy or in conjunction with Application encouraging things like healthy
more conventional treatments sleeping habits, weight
management, and health literacy

Key
Players

Sources: Pharmaphorum
Leading Brands Gamifying Healthcare Industry

Sources: MajorCompanies, MajorCompanies2

You might also like