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Healthcare Gamification 1

Healthcare Gamification

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Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data

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Page 1: Healthcare Gamification

Healthcare Gamification

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Ancient Egyptian Hockey

6th Century India: Early version of chess is invented (Chaturanga)

China: Cuju (football) of the Han Dynasty 206 BsC- AD220

Timeless Gaming Activity

Gamification

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what about a business context?

The use of game attributes to drive game-like player behavior in a non-game context with predictability

Game attributes game mechanics, game dynamics, game design

principles, gaming psychology, player journey, narratives, incentives, etc.

Game-like player behavior engagement, interaction, competition, collaboration,

awareness, learning, obsession, and/or any other observed player behavior during game play.

Non-game context work, education, health & fitness, sale & marketing,

community participation, civic engagement, volunteerism, goodwill, etc. (anything but a game).

Gamification

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Games of Numbers Gamification is a hot trends that is expected to grow Significantly over the next few years as companies seek to more fully engage their customer

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What is Gamification

Using principles of gaming to help drive consumer behavior

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Game Mechanics

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Game Mechanics

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Gamification

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enterprise gamification market

10

(in millions)

how big is this thing?

Gamification

$0

$500

$1,000

$1,500

$2,000

$2,500

$3,000

2011 2012 2013 2014 2015 2016

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Industries are using Gamification

Gamification

Selected Game Mechanics as Utilized by Selected Industries

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Industries are using Gamification

Gamification

Gamification Systems by Industry

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Industries are using Gamification

Gamification

Targets of Gamified Systems

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Game Mechanics used in Industries

Gamification

Targets of Gamified Systems

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Systems are Applying Gamification System

Gamification

Targets of Gamified Systems

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research

Gamification Top

Ten Trend for 2012

70% of Global 2000

organizations will have at least one gamified application by 2014.

50% of all social business initiatives will

include an enterprise gamification component.

50% of companies that manage

innovation and research will use gamification to drive innovation, by 2015.

how important is this thing?

Source - Deloitte: Tech Trends 2012: Elevate IT for Digital Business. Gamification. Doug Palmer, Aaron Patton. Gartner: Press Release Barcelona, Spain, November 9, 2011; Press Release Egham, UK, April 12, 2011. Constellation Research: Demystifying Enterprise Gamification for Business. R "Ray" Wang.

Gamification

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fun facts

53% male and 47% female

women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)

average player age is: 30

25% of population is over 50

social games outpace competitive games by 3:1

who plays?

Source: Entertainment Software Association: The 2012 Essential Facts About the Computer and Video Game Industry

Gamification

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badgeville’s client successes

53% male and 47% female

women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)

average player age is: 30 25% of population is over 50

social games outpace competitive games by 3:1

500% increase in comments 140% increase in time spent

on site 60% increase in employee

engagement

what are the results?

Source: Badgeville: http://badgeville.com/solutions/employee-facing

Gamification

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MDA, or Mechanics-Dynamics-Aesthetics, framework.

Gamification -MDA

Mechanics

• Progression

• Chance / Randomizer

• Physics & Activities

• Shell Game

• Modifier

• Scheduling

Dynamics

• Rewards

• Status

• Achievements

• Self Expression

• Competition

• Altruism

Aesthetics • Sensation

• Fantasy

• Narrative

• Challenge

• Fellowship

• Discovery

• Expression

• Submission

Mechanics describes the particular components of the game, at the level of data representation and algorithms

Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.

Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time.

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GAME

MECHANICS

SOCIAL

MECHANICS REPUTATION

MECHANICS

Drive, measure, & reward

high value behaviors

with smart gamification

Socialize, recommend,

and notify users about

contextually rich behaviors

Elevate user status across

all your communities

of engagement

what about engagement?

engagement mechanics

Gamification

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what about engagement?

elements and tools of gamification

Gamification

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KILLERS Defined by: A focus on winning, rank and direct P2P competition.

Engaged by: Leaderboards, Ranking, Competition, Power

SOCIALITES Defined by: A focus on socializing and a drive to develop a network of friends and contacts. Engaged by: Info-feeds, Friends, Chat, Relationships

EXPLORERS Defined by: A focus on exploring and a drive to discover the unknown. Engaged by: Discovery, Obtaining Knowledge

ACHIEVERS Defined by: A focus on attaining status and achieving preset goals quickly and/or preset goals. Engaged by: Achievements, Pursuit of Excellence

Source: Richard Bartle’s 4-Player Classifications.

Gamification Personality Types

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Benefits of Gamification

Source Work Game

Anatomy Mid To Low High

Collaboration Yes yes

Failure Forbidden, Punished , Don’t talk about it Expected , Encouraged, Spectacular, Brag about it

Feedback Once a Year Constantly

Goals Contradictory, vague Clear

Information Too much and not enough Right amount at the right Time

Narrative Only if ur Lucky Yes

Path To Mystery Unclear Clear

Obstacles Accidental On Purpose

Promotion Hard work & Reputation / String pulling Meritocracy

Rules Unclear, In transparent Clear, Transparent

Speed/Risk Low High

Status of User Hidden Transparent, Timely

Tasks Repetitive , Dull Reparative , Fun

Gamification Pros & Cons

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Gamification

Gamification Facts

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Gamification

Gamification Facts

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Source: Gamification Corp.

According to the U.S. Census Bureau, in US, the millennials of Generation Y is comprised of 100 million people (under the age of 18-37) and is estimated to reach 88.5 million by 2020. These numbers are not just unique to the US and in reality, millennials have started playing a crucial and influential role on rebuilding civic life, workplace, and education around the world. What’s most significant about millennials, is that their beliefs vary significantly from the baby boomers of generation X.

Gamification

Future of Gamification The future is bright. From healthcare to the financial market, government, training and education and the list goes on (and on). Let’s not forget that gamification also takes on other forms such as customer loyalty programs, advertising and business-related gaming.

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Source: Gamification Corp.

The beliefs of Generation Y will soon permeate the entire workforce and dictate how it will be run. A Pew study described millennials with these following traits that everyone needs to consider: • 43% of Millennials play social games on internet • Nearly 100% are digitally connected & they build

their own social environment; they are also coined as “Digital Natives”

• They are outcome driven and are not process and multitasking extraordinaires

• They are focused on extrinsic life goals and less concerned for others or civic engagement

• Overly self-confident, entitlement, and self-absorbed are common personality traits

The driving factors of engagement will have to include intelligent responses and civic learning that isn’t limited to mere purposive solution or engagement. Gamification needs to comprehend and embrace the millennial trend in the industry approach.

Gamification

Future of Gamification

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Gamification – Functional Engagement Program Design

PREPARATORY STAGE STAGE 1 STAGE 2 STAGE 3 Program Design and Business

Model Workshop Business Process and Requirement Design

Gamification Roadmap and Product Selection

OBJECTIVES

Preparatory Stage - Prerequisites

METHODOLOGY

DELIVERAVLES

• Setting expectations • Describing Tools and

Checklists • Clarify Question and how

they are administrated.

• Define Program- Standalone/coalition

• Benefits of Program Type • Design Business Mode • Redemption Strategy • Multi Channel promotion &

Analytics • Customer Performance Analytics • Customer Satisfaction

• Design Detail business process for Entire program Setting expectations

• Design Detail business Requirement for Running Gamification program

• Design Gamification Roadmap

• Handover Requirements • Handover Processes and

Roadmap to Product vendor

• Product Selection Process

• Conducting workshop • Explaining timelines and

critical success factors

• Conducting workshop with leadership teams

• Conducting workshops with function heads

• Benchmarking to industry standards

• Data collected through workshop translated to business processes

• Design requirements documents using global best practices

• Prioritizing the Program features to launched in phased manner

• Product Select based on feature – product best fit.

Questionnaire Business Model and Feature Outline

Process Diagram with Meta data

Roadmap Sheet

STAGE AND DESCRIPTION

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ERP SYSTEM

Promotion Master

Customer Data

Enterprise Systems

Badge Management

User management

Rules Management

Rewards Points

Gaming Layer

Program

Management

Member

Communication

Analytics

Data Warehouse

Insight on employee Behavior

Infl

uen

ce P

rom

oti

on

b

ased

on

Beh

avio

r d

ata

Infl

uen

ce G

ame

Met

rics

b

ased

on

Beh

avio

r d

ata

Interaction Point

• Online

• In Office

Employee Touch Point

Communication

Channel

• Email

• Mails

4

1

2

3

5

6

Define the program rules send it to Customer touch point

Customer Complete the Task

Customer/ Employee Earn Badges and Rewards Points

Display Customer achievement On Leaderboard

Communicate with Customer On multiple channel

Sharing Customer achievement on social network to help corporate image

Social Network

7

Gamification Architecture

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Gamification - Ecosystem

Data Management & Risk Modeling

Labs, Diagnostic center, CRO

Health Lifestyle Companies

Firms/ Patient

Healthcare Product Market

Social Networking

Sites

Insurance/ Finance Provider

Health care Providers

Gamification

Ecosystem

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Gamification - Example

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Gamification - Example

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Gamification Use Case

Applying gamification to healthcare and fitness is more common that expected. A recent wave of fitness applications and devices to monitor activities indicates of where gamification will go for the fitness sector. But also the healthcare sector can profit from gamification, as any improvement in a patients healing, or prevention of falling sick, can bring down costs. The following article introduces

a wide variety of concepts where gamification has been applied.

Helping people understand when to take and how much of their prescription is the goal of the smartphone app. When the player follows the schedule with taking medications and supplements, the application rewards points with. By walking, running and other physical exercises teenagers can earn “point“ and redeem them for toys or gift cards. An accelerometer clipped to the pants monitors the activities. Via USB port the data can then be uploaded and be compared via rankings. The game gives clear goals and sets the steps of what do to achieve them. “diabetes monster” an app regulate the patient by doing the required, regular tasks help diabetes patients in a more playful way to keep the blood glucose under control.

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Gamification Use Case

• Absolute Milestones

• Lack of Progression or Competition

• Lack of Motivation

• No Feedback mechanism

• Lack of Reward & Recognition

Drawback of Traditional Healthcare & Wellness program

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Gamification Use Case

• Onboarding Experience

• Improved Engagement By Reward

• Leaderboard

• Define Mission / Challenge a Buddy

• Sharing Success Stories

• Monetize Activities

• Serious games for wellbeing

• Games and Virtual environments for cognitive stimulation and rehabilitation

• Ubiquitous interactive designs that promote social inclusion of elderly and people

with cognitive disabilities

• Ubiquitous games that observe and promote health

Advantage of Gamified Healthcare & Wellness program