state of play - gamification

16
Stat e Play Of Adam Emmott Interactive Director Making a buzzword work in Healthcare

Upload: havas-lynx-eu

Post on 16-Nov-2014

299 views

Category:

Healthcare


0 download

DESCRIPTION

A presentation by Adam Emmott, Interactive Director at HAVAS LYNX EU. Gamification is a powerful tool. Here Adam Emmott looks at the benefits of gamification on patient adherence. By engaging the patient, they are more likely to adhere to their treatment, and improve their outcomes for the better.

TRANSCRIPT

Page 1: State of Play - Gamification

State PlayOf

Adam EmmottInteractive Director

Making a buzzword work in Healthcare

Page 2: State of Play - Gamification

Gabe Zichermann – Chair G summit, Huffington Post article ‘Gamification, The Hard Truths’

“As gamification transforms business, it's also transforming our lives for the better.”

Page 3: State of Play - Gamification

Adherence through fun

HighRise

Page 4: State of Play - Gamification

High Rise

• Reward for adherence - Content rewards and badges linked to progression - Repeat visits rewarded with internal reward system and avatar unlocks

• A place for community - The city grows around you - Create your very own space in a thriving city, seeing your ‘neighbours’ improve as you do

Page 5: State of Play - Gamification

High Rise

• Strong story and character base - A strong character format and story format helps drive the appeal to interact, it looks and feels like a game - A strong story can aid a conversation about a condition with parents and carers

Page 6: State of Play - Gamification

Gamified adherence in mental health

On Track

Page 7: State of Play - Gamification

OnTrack

What is it?

- Mobile and desktop friendly patient/HCP adherence management system

- Potential to use gathered information to spot relapses through baseline tracking and social connectivity

-Currently in pre-development, looking to pilot in March/April

Page 8: State of Play - Gamification
Page 9: State of Play - Gamification
Page 10: State of Play - Gamification
Page 11: State of Play - Gamification
Page 12: State of Play - Gamification
Page 13: State of Play - Gamification

“I remember in certain stages of the game you were fighting leukaemia and bone cancers, and these were things I had. I felt like I was able to fight them as well.”

Cancer patient who used Re-Mission

Page 14: State of Play - Gamification

Re Mission – HopeLab

The issue - Adherence is an issue in any treatment, especially in self-administered oral chemotherapyThe solution - HopeLab (a non-profit organisation) created

the game Re-Mission with the aim of inducing positive behaviours in young cancer patients

- Game play includes destroying cancer cells and

managing adverse events by destroying them with the relevant treatment

Page 15: State of Play - Gamification

Re Mission – HopeLab

The Outcome • Randomised trials have shown improvement in overall treatment outcomes in a difficult to treat population of patients

• Patients were both more likely to adhere to their treatment, engage in better self-care and gained more knowledge of their treatment and condition

Page 16: State of Play - Gamification

Thank you

Questions?