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Everything You Know About Gamication Is Wrong Ayogo Health Inc.

Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

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Page 1: Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

Everything You Know About Gamification Is Wrong

Ayogo Health Inc.

Page 2: Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

Ayogo is on a mission to transform the healthcare industry by helping patients

incorporate their care plans into their lives.

Page 3: Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

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.

Page 4: Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

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

Page 5: Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

Patients are given the tools they need to manage their health and reach their stated personal goals. They do not use them.

The Problem

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Give patients tools like this to help them manage their health…

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…but they’ll ignore them and instead spend time with applications that look like this.

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Why are patients drawn to useless distractions instead of towards applications that can literally save their lives?

Why?

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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.

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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

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Engagement is not about efficiency, it’s about emotional involvement.

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Games offer us design patterns that have been proven successful in generating engagement over time.

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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? “

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Baked In vs.

Tacked On

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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/

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Translate To Tech

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How Do We Bake It In?

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Agency: create meaningful choices that must be made

Designing For Engagement

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Challenge: provide a real conflict that needs to be resolved or overcome

Designing For Engagement

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Uncertainty: ensure outcomes are not pre-ordained

Designing For Engagement

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Discoverability: let the rules be mastered during the course of play

Designing For Engagement

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Outcomes: recognize outcomes beyond points and badges

Designing For Engagement

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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.

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A customizable framework that helps patients engage with their therapeutic program through gamification, social connectedness, and education.

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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

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An Alternative: Delightification ;)

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Shauna Gammon| [email protected] | @shaunagammon

1-888-680-9882 | ayogo.com

Thank You!