the gamification of health and weight loss in the united states

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The Gamification of Health and Weight Loss in the United States As a fulfillment requirement of The Gamification 2 (Expert) Certification Level for engagementalliance.org

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Page 1: The Gamification of Health and Weight Loss in the United States

The Gamification of Health andWeight Loss in the United States

As a fulfillment requirement of The Gamification 2 (Expert) Certification Level for engagementalliance.org

Page 2: The Gamification of Health and Weight Loss in the United States

In 2010 over 28% of the overall population of the United States was considered obese. Since then, 36% of men and women are now obese, with men at 74% either obese or overweight.

Page 3: The Gamification of Health and Weight Loss in the United States

At the current rate, the average obesity rate in the United States is expected to rise above 50% by 2030 and with almost all states above 40% (Hawaii in the 30-40% range) Source: Finklestein, EA, et al (2012) “Obesity and severe obesity forecasts through 2030” American Journal of Preventative Medicine 42(6) 563-570

Page 4: The Gamification of Health and Weight Loss in the United States

Almost all diet and anti-obesity plans have failed... this includes those run by various governments...

Page 5: The Gamification of Health and Weight Loss in the United States

This has left people frustrated...

...and wanting help!

Page 6: The Gamification of Health and Weight Loss in the United States

A Better Solution... A Better Solution... The Gamification Way....The Gamification Way....

Page 7: The Gamification of Health and Weight Loss in the United States

Solution 1: Leaderboards

Page 8: The Gamification of Health and Weight Loss in the United States

Competition can be set up in states, cities and/or communities... Each with their own leaderboard as well...

Page 9: The Gamification of Health and Weight Loss in the United States

The Biggest Loser is an example of a community leaderboard basedon the amount of weight lost

Page 10: The Gamification of Health and Weight Loss in the United States

With Community-basedleaderboards, peoplethat come together ina common causetend to be moresuccessful then whenalone...

And there is muchmore support...

Page 11: The Gamification of Health and Weight Loss in the United States

Solution 2: Gamification App

Page 12: The Gamification of Health and Weight Loss in the United States

A gamification app can both measure points and send triggers to get the participant to take action. Then each action will be rewarded. This helps to create a new habit. Using the power of 3, no more than 3 habits should be worked on and more likely, one at a time is key.

Page 13: The Gamification of Health and Weight Loss in the United States

Eventually, the new health habit will be set on autopilot...

Page 14: The Gamification of Health and Weight Loss in the United States

Solution 3 – Family Board Game

Page 15: The Gamification of Health and Weight Loss in the United States

A Healthy Lifestyle starts at home and family games are a great way to help in that solution...

Page 16: The Gamification of Health and Weight Loss in the United States

It's important to attach the game playing with the board game to a physical action to create a habit

Page 17: The Gamification of Health and Weight Loss in the United States

All solutions should be fun and challenging... this helps keep engagement in the game going which leads to progress in getting healthy, losing weight and having a better quality life...

Page 18: The Gamification of Health and Weight Loss in the United States

Feedback for each participant is important.....

Page 19: The Gamification of Health and Weight Loss in the United States

Most important of all is social support... This is especially true regarding weight loss... While there will be leaderboards, apps and board games, each will have some level of social support built-in... Whether virtual or in-person

Page 20: The Gamification of Health and Weight Loss in the United States

From Bob Choat and presented the Gamification Level 2 Certification....