Upload
seriousgamesassoc
View
103
Download
1
Tags:
Embed Size (px)
Citation preview
Everything You Know About Gamification Is Wrong
Ayogo Health Inc.
Ayogo is on a mission to transform the healthcare industry by helping patients
incorporate their care plans into their lives.
Global 100: Most Innovative mHealth
Companies
Top Ten mHealth Entrepreneurs
“…game-changing innovation…”
Top Three mHealth Campaigns
We’re changing the healthcare experience forever, improving health and financial outcomes for our customers,
through the science of engagement.
Michael Fergusson CEO & Co-founder
Paul Prescod CTO & Co-founder
Patrick Moody-Grigsby, BA Creative Director
Shauna Gammon, BSc, BCS, MSc
Lead Product Designer
Ricard Adrianza, BSc Art Director
Dan Loach, PhD UX Designer
Mavis Dixon, BA Manager - Projects &
Engagement
Ian Suda, BSc Lead Software Developer
Adam Vernon, MA Software Developer
Team
Patients are given the tools they need to manage their health and reach their stated personal goals. They do not use them.
The Problem
Give patients tools like this to help them manage their health…
…but they’ll ignore them and instead spend time with applications that look like this.
Why are patients drawn to useless distractions instead of towards applications that can literally save their lives?
Why?
But there’s good news! Humans evolved games and play to overcome this propensity to distraction, so they could make longer-term investments in skills and knowledge.
Healthcare applications are typically designed to be precise, or fast or accurate, but they are rarely personal, emotionally satisfying, or beautiful… …which is precisely why they are not engaging.
It Takes A Relationship
Engagement is not about efficiency, it’s about emotional involvement.
Games offer us design patterns that have been proven successful in generating engagement over time.
What Went Wrong? Let’s give people points when they do something good. “
Can we add leaderboards to make it more social? “
How about badges to acknowledge their accomplishments? “
Baked In vs.
Tacked On
Gamification is not putting points, badges, or leaderboards on top of systems that are not designed for fun.
http://upandhumming.com/2013/12/that-time-my-treadmill-almost-killed-me/
Translate To Tech
How Do We Bake It In?
Agency: create meaningful choices that must be made
Designing For Engagement
Challenge: provide a real conflict that needs to be resolved or overcome
Designing For Engagement
Uncertainty: ensure outcomes are not pre-ordained
Designing For Engagement
Discoverability: let the rules be mastered during the course of play
Designing For Engagement
Outcomes: recognize outcomes beyond points and badges
Designing For Engagement
References: • http://www.redkeybluekey.com/2011/09/8-principles-of-good-game-design.html • Salen & Zimmerman, “Rules of Play”, MIT Press 2004
These are fundamental building blocks of Ayogo’s platform for behavior change.
A customizable framework that helps patients engage with their therapeutic program through gamification, social connectedness, and education.
In the standard program, health coaches observe many patients filling in paper logs moments before their weekly check-in class begins...
With Picture It!, 60% of patients were highly engaged: on average they completed 3 of 5 care plan tasks each day, and lost 2.2 times the weight.
Picture It! Pilot Results – Bariatric Pre-Surgery
An Alternative: Delightification ;)