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Wearable Technology &

Mobile Health

Maribo Medico Sports & Health Science

Mobile Health

Users/Clients

Wearable Technology Digital tools

Gamification

Challenges of tomorrow

Possibilities

Patient Empowerment

Patient Empowerment 1.0

In the Patient Empowerment literature you are interested in making the

patient able to use their own resources with the goal that the patient can

take care of themselves.

Empowerment: An Idea Whose Time Has Come in Diabetes Education, Funnell, Martha M, et al, The

Diabetes Educator, 1991, vol. 17, no. 1:

Patient Self-management of Chronic Disease in Primary Care, Bodenheimer, Thomas, et al., American

Medical association, 2002, vol. 288, no. 19:

Patient Empowerment: Myths and misconceptions, Andersen, Robert M. & Funnell, Martha M., Patient

Eudcation and Counseling, 2010:

Strategi for IT-understøttelse af Patient Empowerment, Danske Regioner & RSI, marts 2011.

Patientempowerment – et nyt buzzword?, Mogensen, Torben, Tidsskrift for Dansk Sundhedsvæsen, 2012, 88.

årgang, nr. 8.

Possibilities

Patient Empowerment 2.0 = Mobile Health

Wearable Technology

ECG

Iphone ECG

Blodsugar

Iphone blodsugar

Blodpressure

Iphone blodpressure

Babyscale

Iphone babyscale

Sleep & Physical Activity

Actigraph monitoring solutions

The wireless wGT3X+

monitor, in conjunction with

the ActiLife analysis software,

delivers objective 24 hour

physical activity and

sleep/wake measurements

including raw acceleration,

activity counts, energy

expenditure, physical

activity intensity, body

position, and amount of

sleep

Smart Phones

29th of June 2007

Smart Phones

Our Solution

Smart Phones

Wearable Technology + Smart Phones =

Constant informations

Mobile Health

Will increased information flow increase

health?

How can the data be used to get people to be:

- Focused?

- Engaged?

- Motivated?

- Healthier?

Possibilities

Patient Empowerment 2.0 = Mobile Health

Users/Clients

Wearable Technology Digital tools

Gamification

Gamification

Gamification

Phenomenon in which game elements are added to things that are not games

Gamification

• 100 millioner in Europe plays computer games

• 97% of youngsters under 18 plays computer games

• 40% of all”Gamers” over 18 is women

• ¼ of all”Gamers” is over 50 years ”Reality is Broken - 2011”

”One day we will all be gamers”

– Rob Fahey (The Times 7. of july 2008)

Gamification

4 Pillars

• Clear goal– A goal that gives a sense of purpose to achieve

• Rules – Rules that encourages strategic thinking

• Feedback system – Immediate feedback on the process

• Voluntary participation - ensuring a safe experience with the option

to withdraw

Gamification

”During this kind of highly structured, self-motivated hard work, we

regularly achieve the greatest form of happiness available to human

beings: intense, optimistic engagement with the world around us. We feel

fully alive, full of potential and purpose – in other words, we are

completely activated as human beings.”

Mihály Csikszentmihályi – Scientist in Positive Psychology and author to

the book ”Flow: The Psychology of Optimal Experience”

Maribo Medico

"Maribo Medico aims to share knowledge and develop solutions that give

individuals the opportunity to choose a healthy and good life"

Maribo Medico

School Projects

Maribo Medico

Healthy aging

Mobile Health

Thank you!

Jesper Carlson

jc@maribomedico.dk

Tlf. +45 22511748

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