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Bonnie	
  Feldman,	
  DDS,	
  MBA	
  -­‐	
  Business	
  Development	
  for	
  Digital	
  Health	
  
www.drbonnie360.com	
  |	
  @DrBonnie360	
  |	
  drbonnie360@gmail.com	
  
An	
  Emerging	
  Ecosystem	
  
An	
  Evolving	
  Ecosystem	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Source:	
  Park	
  Associates	
  
Who	
  Uses	
  These	
  Tools?	
  
+70%	
  	
  
Using	
  tools/
apps	
  for	
  
memory	
  
training
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Chasing	
  CogniDve	
  
Health	
  
Wake	
  Up	
  Your	
  Brain	
  
Lumosity	
  
	
  
	
  
Pinball	
  game	
  
	
  
Playing	
  Koi	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
USER
CONSUMER
PATIENT
Engage
User
with
Interface
Capture
Data
Provide
Feedback
User Changes
Behavior
Further
Feedback and
Reinforcement
Behavior
Change
Persists
Repeat
Feedback	
  	
  
&	
  Behavior	
  	
  
Change	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
A	
  Swell	
  of	
  Employee	
  Wellness	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Using	
  Social	
  Games	
  with	
  Shapeup	
  
Click	
  Here	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Common	
  Success	
  	
  
Factors	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Engagement	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
• IncenDves	
  
• Carrot	
  versus	
  sNck-­‐	
  intrinsic	
  versus	
  extrinsic	
  
• Point,	
  badges,	
  money,	
  reducNon	
  in	
  premium	
  
• AnalyDcs	
  
• Brain	
  games	
  to	
  get	
  the	
  right	
  level	
  quesNon	
  
• Iterate	
  the	
  product	
  based	
  upon	
  customer	
  feedback	
  
PersonalizaDon	
  is	
  EssenDal	
  
4	
  Case	
  Studies	
  with	
  Nimble	
  IteraDon	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Chronic	
  Disease	
  
One	
  Health	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
PrevenDng	
  Diabetes	
  Progression	
  
Omada	
  Health	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Business	
  Models	
  
• Corporate	
  Wellness	
  
• Per	
  member	
  per	
  month	
  
• Success	
  based	
  
• Consumer	
  
• Monthly	
  user	
  fee	
  
• Other	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Venture	
  capital	
  funding	
  in	
  digital	
  
health	
  (millions)	
  
Source:	
  Rock	
  Health	
  
Mobile	
  health	
  apps	
  downloads	
  	
  
(millions)	
  
Source:	
  Allied	
  Health	
  World	
  
Global	
  revenue	
  from	
  mobile	
  
healthcare	
  apps	
  (billions)	
  
Source:	
  Allied	
  Health	
  World	
  
Where’s	
  the	
  Money?	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Using	
  game	
  design	
  
to	
  help	
  consumers	
  
manage	
  their	
  
health	
  
	
  
Earn	
  points	
  for	
  
taking	
  meds	
  safely	
  
and	
  on	
  Nme	
  
Using	
  elements	
  of	
  
game	
  mechanics	
  
and	
  automated	
  
posiNve	
  coaching	
  
	
  
Have	
  world’s	
  
largest	
  sleep	
  
database	
  
Combining	
  best	
  in	
  
neuroscience	
  with	
  
best	
  in	
  video	
  games	
  
	
  
	
  
CreaNng	
  a	
  new	
  kind	
  
of	
  cogniNve	
  
acNvaNon	
  	
  
Founders	
  are	
  	
  
gamers	
  turned	
  
bodybuilders	
  
	
  
	
  
Strong	
  social	
  
community	
  has	
  
over	
  1	
  m	
  
downloads	
  
dfsj]s	
  
Up	
  and	
  Comers	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
+1.310.666.5312
drbonnie360@gmail.com
www.drbonnie360.com
@DrBonnie360
Bonnie	
  Feldman	
  	
  
DDS,	
  MBA	
  
	
  
Business	
  Development	
  
for	
  Digital	
  Health	
  
©	
  2013	
  -­‐	
  All	
  rights	
  reserved.	
  
Sources	
  
•  Ellen	
  M.	
  MarNn,	
  Freelance	
  Writer/Editor	
  with	
  extensive	
  corporate	
  communicaNons	
  background	
  in	
  healthcare	
  and	
  technology	
  
•  Lumosity	
  
•  Finn,	
  M.,	
  &	
  McDonald,	
  S.	
  (2010).	
  Improvement	
  in	
  Sustained	
  visual	
  a_enNon	
  following	
  CogniNve	
  Training	
  in	
  a	
  sample	
  of	
  older	
  people	
  with	
  Mild	
  CogniNve	
  Impairment.	
  Presented	
  
at	
  the	
  Australian	
  AssociaNon	
  of	
  Gerontology	
  Conference,	
  Brisbane,	
  Australia.	
  
•  Gyurak,	
  A.,	
  Ayduk,	
  O.,	
  &	
  Gross,	
  J.	
  B.	
  (2010).	
  Training	
  execuNve	
  funcNons:	
  emoNon	
  regulaNon	
  and	
  affecNve	
  consequences.	
  Presented	
  at	
  the	
  Determinants	
  of	
  ExecuNve	
  FuncNon	
  
and	
  DysfuncNon	
  Conference,	
  Boulder,	
  CO.	
  	
  
•  Hardy,	
  J.	
  &	
  Scanlon,	
  M.	
  (2010).	
  Analysis	
  of	
  cogniNve	
  performance	
  in	
  worldwide	
  sample	
  of	
  over	
  200,000	
  people	
  reveals	
  new	
  disNncNons	
  in	
  age-­‐related	
  cogniNve	
  decline.	
  
Presented	
  at	
  the	
  Society	
  for	
  Neuroscience	
  Conference,	
  San	
  Diego,	
  CA.	
  	
  
•  Hardy,	
  J.	
  L.,	
  Drescher,	
  D.,	
  Sarkar,	
  K.,	
  Kelle_,	
  G.,	
  &	
  Scanlon,	
  M.	
  (2011).	
  Enhancing	
  visual	
  a_enNon	
  and	
  working	
  memory	
  with	
  a	
  web-­‐based	
  cogniNve	
  training	
  program.	
  Mensa	
  
Research	
  Journal,	
  42(2),	
  13–20.	
  	
  
•  Kesler,	
  S.,	
  Lacayo,	
  N.,	
  &	
  Booil,	
  J.	
  (2011).	
  A	
  pilot	
  study	
  of	
  an	
  online	
  cogniNve	
  rehabilitaNon	
  program	
  for	
  execuNve	
  funcNon	
  skills	
  in	
  children	
  with	
  cancer-­‐related	
  brain	
  injury.	
  Brain	
  
Injury,	
  24(1),	
  101–112.	
  
•  Kesler,	
  S.,	
  SM	
  Hosseini,	
  C.	
  Heckler,	
  M.	
  Janelsins,	
  O.	
  Palesh,	
  K.	
  MusNan,	
  and	
  G.	
  Morrow.	
  "CogniNve	
  Training	
  for	
  Improving	
  ExecuNve	
  FuncNon	
  in	
  Chemotherapy	
  -­‐	
  Treated	
  Breast	
  
Cancer	
  Survivors."	
  NaNonal	
  Center	
  for	
  Biotechnology	
  InformaNon.	
  U.S.	
  NaNonal	
  Library	
  of	
  Medicine,	
  3	
  May	
  2013.	
  Web.	
  30	
  May	
  2013.	
  
•  Omada	
  
•  "Diabetes	
  PrevenNon	
  Program	
  (DPP)."	
  NaNonal	
  Diabetes	
  InformaNon	
  Clearinghouse.	
  US	
  Department	
  of	
  Health	
  and	
  Human	
  Services,	
  n.d.	
  Web.	
  30	
  May	
  2013.	
  
•  Shape	
  Up	
  
•  Leahey,	
  Tricia	
  M.,	
  Melissa	
  M.	
  Crane,	
  Angela	
  Marinilli	
  Pinto,	
  Brad	
  Weinberg,	
  Rajiv	
  Kumar,	
  and	
  Rena	
  R.	
  Wing.	
  "Effect	
  of	
  Teammates	
  on	
  Changes	
  in	
  Physical	
  AcNvity	
  in	
  a	
  Statewide	
  
Campaign."	
  NaNonal	
  InsNtute	
  of	
  Health.	
  PreventaNve	
  Medicine,	
  July	
  2010.	
  Web.	
  30	
  May	
  2013.	
  
•  Leahey,	
  Tricia	
  M.,	
  Rajiv	
  Kumar,	
  Brad	
  M.	
  Weinberg,	
  and	
  Rena	
  R.	
  Wing.	
  "Teammates	
  and	
  Social	
  Influence	
  Affect	
  Weight	
  Loss	
  Outcomes	
  in	
  a	
  Team-­‐Based	
  Weight	
  Loss	
  
CompeNNon."	
  ArNcles:	
  Behaviour	
  and	
  Psychology.	
  Nature	
  Publishing	
  Group,	
  Jan.	
  2012.	
  Web.	
  30	
  May	
  2013.	
  
•  Wing,	
  Rena	
  R.,	
  Angela	
  Marinilli	
  Pinto,	
  Melissa	
  M.	
  Crane,	
  Rajiv	
  Kumar,	
  and	
  Brad	
  M.	
  Weinberg.	
  "A	
  Statewide	
  IntervenNon	
  Reduces	
  BMI	
  in	
  Adults:	
  Shape	
  Up	
  Rhode	
  Island	
  
Results."	
  NaNonal	
  Center	
  for	
  Biotechnology	
  InformaNon.	
  U.S.	
  NaNonal	
  Library	
  of	
  Medicine,	
  May	
  2009.	
  Web.	
  30	
  May	
  2013.	
  
•  Wing,	
  Rena	
  R.,	
  Melissa	
  M.	
  Crane,	
  J.	
  Graham	
  Thomas,	
  Rajiv	
  Kumar,	
  and	
  Brad	
  Weinberg.	
  "Improving	
  Weight	
  Loss	
  Outcomes	
  of	
  Community	
  IntervenNons	
  by	
  IncorporaNng	
  
Behavioral	
  Strategies."	
  American	
  Public	
  Health	
  AssociaNon	
  -­‐.	
  N.p.,	
  15	
  Mar.	
  2010.	
  Web.	
  30	
  May	
  2013.	
  
	
  

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Games For Health Conference 2013

  • 1. Bonnie  Feldman,  DDS,  MBA  -­‐  Business  Development  for  Digital  Health   www.drbonnie360.com  |  @DrBonnie360  |  drbonnie360@gmail.com  
  • 3.
  • 5. ©  2013  -­‐  All  rights  reserved.  
  • 6. ©  2013  -­‐  All  rights  reserved.   Source:  Park  Associates   Who  Uses  These  Tools?   +70%     Using  tools/ apps  for   memory   training
  • 7. ©  2013  -­‐  All  rights  reserved.   Chasing  CogniDve   Health  
  • 8. Wake  Up  Your  Brain   Lumosity       Pinball  game     Playing  Koi  
  • 9. ©  2013  -­‐  All  rights  reserved.   USER CONSUMER PATIENT Engage User with Interface Capture Data Provide Feedback User Changes Behavior Further Feedback and Reinforcement Behavior Change Persists Repeat Feedback     &  Behavior     Change  
  • 10. ©  2013  -­‐  All  rights  reserved.  
  • 11. ©  2013  -­‐  All  rights  reserved.   A  Swell  of  Employee  Wellness  
  • 12. ©  2013  -­‐  All  rights  reserved.   Using  Social  Games  with  Shapeup   Click  Here  
  • 13. ©  2013  -­‐  All  rights  reserved.   Common  Success     Factors  
  • 14. ©  2013  -­‐  All  rights  reserved.   Engagement  
  • 15. ©  2013  -­‐  All  rights  reserved.   • IncenDves   • Carrot  versus  sNck-­‐  intrinsic  versus  extrinsic   • Point,  badges,  money,  reducNon  in  premium   • AnalyDcs   • Brain  games  to  get  the  right  level  quesNon   • Iterate  the  product  based  upon  customer  feedback   PersonalizaDon  is  EssenDal  
  • 16. 4  Case  Studies  with  Nimble  IteraDon  
  • 17. ©  2013  -­‐  All  rights  reserved.   Chronic  Disease   One  Health  
  • 18. ©  2013  -­‐  All  rights  reserved.   PrevenDng  Diabetes  Progression   Omada  Health  
  • 19. ©  2013  -­‐  All  rights  reserved.   Business  Models   • Corporate  Wellness   • Per  member  per  month   • Success  based   • Consumer   • Monthly  user  fee   • Other  
  • 20. ©  2013  -­‐  All  rights  reserved.   Venture  capital  funding  in  digital   health  (millions)   Source:  Rock  Health   Mobile  health  apps  downloads     (millions)   Source:  Allied  Health  World   Global  revenue  from  mobile   healthcare  apps  (billions)   Source:  Allied  Health  World   Where’s  the  Money?  
  • 21. ©  2013  -­‐  All  rights  reserved.   Using  game  design   to  help  consumers   manage  their   health     Earn  points  for   taking  meds  safely   and  on  Nme   Using  elements  of   game  mechanics   and  automated   posiNve  coaching     Have  world’s   largest  sleep   database   Combining  best  in   neuroscience  with   best  in  video  games       CreaNng  a  new  kind   of  cogniNve   acNvaNon     Founders  are     gamers  turned   bodybuilders       Strong  social   community  has   over  1  m   downloads   dfsj]s   Up  and  Comers  
  • 22.
  • 23. ©  2013  -­‐  All  rights  reserved.  
  • 24. ©  2013  -­‐  All  rights  reserved.  
  • 25. ©  2013  -­‐  All  rights  reserved.  
  • 26. ©  2013  -­‐  All  rights  reserved.  
  • 27. +1.310.666.5312 drbonnie360@gmail.com www.drbonnie360.com @DrBonnie360 Bonnie  Feldman     DDS,  MBA     Business  Development   for  Digital  Health  
  • 28. ©  2013  -­‐  All  rights  reserved.   Sources   •  Ellen  M.  MarNn,  Freelance  Writer/Editor  with  extensive  corporate  communicaNons  background  in  healthcare  and  technology   •  Lumosity   •  Finn,  M.,  &  McDonald,  S.  (2010).  Improvement  in  Sustained  visual  a_enNon  following  CogniNve  Training  in  a  sample  of  older  people  with  Mild  CogniNve  Impairment.  Presented   at  the  Australian  AssociaNon  of  Gerontology  Conference,  Brisbane,  Australia.   •  Gyurak,  A.,  Ayduk,  O.,  &  Gross,  J.  B.  (2010).  Training  execuNve  funcNons:  emoNon  regulaNon  and  affecNve  consequences.  Presented  at  the  Determinants  of  ExecuNve  FuncNon   and  DysfuncNon  Conference,  Boulder,  CO.     •  Hardy,  J.  &  Scanlon,  M.  (2010).  Analysis  of  cogniNve  performance  in  worldwide  sample  of  over  200,000  people  reveals  new  disNncNons  in  age-­‐related  cogniNve  decline.   Presented  at  the  Society  for  Neuroscience  Conference,  San  Diego,  CA.     •  Hardy,  J.  L.,  Drescher,  D.,  Sarkar,  K.,  Kelle_,  G.,  &  Scanlon,  M.  (2011).  Enhancing  visual  a_enNon  and  working  memory  with  a  web-­‐based  cogniNve  training  program.  Mensa   Research  Journal,  42(2),  13–20.     •  Kesler,  S.,  Lacayo,  N.,  &  Booil,  J.  (2011).  A  pilot  study  of  an  online  cogniNve  rehabilitaNon  program  for  execuNve  funcNon  skills  in  children  with  cancer-­‐related  brain  injury.  Brain   Injury,  24(1),  101–112.   •  Kesler,  S.,  SM  Hosseini,  C.  Heckler,  M.  Janelsins,  O.  Palesh,  K.  MusNan,  and  G.  Morrow.  "CogniNve  Training  for  Improving  ExecuNve  FuncNon  in  Chemotherapy  -­‐  Treated  Breast   Cancer  Survivors."  NaNonal  Center  for  Biotechnology  InformaNon.  U.S.  NaNonal  Library  of  Medicine,  3  May  2013.  Web.  30  May  2013.   •  Omada   •  "Diabetes  PrevenNon  Program  (DPP)."  NaNonal  Diabetes  InformaNon  Clearinghouse.  US  Department  of  Health  and  Human  Services,  n.d.  Web.  30  May  2013.   •  Shape  Up   •  Leahey,  Tricia  M.,  Melissa  M.  Crane,  Angela  Marinilli  Pinto,  Brad  Weinberg,  Rajiv  Kumar,  and  Rena  R.  Wing.  "Effect  of  Teammates  on  Changes  in  Physical  AcNvity  in  a  Statewide   Campaign."  NaNonal  InsNtute  of  Health.  PreventaNve  Medicine,  July  2010.  Web.  30  May  2013.   •  Leahey,  Tricia  M.,  Rajiv  Kumar,  Brad  M.  Weinberg,  and  Rena  R.  Wing.  "Teammates  and  Social  Influence  Affect  Weight  Loss  Outcomes  in  a  Team-­‐Based  Weight  Loss   CompeNNon."  ArNcles:  Behaviour  and  Psychology.  Nature  Publishing  Group,  Jan.  2012.  Web.  30  May  2013.   •  Wing,  Rena  R.,  Angela  Marinilli  Pinto,  Melissa  M.  Crane,  Rajiv  Kumar,  and  Brad  M.  Weinberg.  "A  Statewide  IntervenNon  Reduces  BMI  in  Adults:  Shape  Up  Rhode  Island   Results."  NaNonal  Center  for  Biotechnology  InformaNon.  U.S.  NaNonal  Library  of  Medicine,  May  2009.  Web.  30  May  2013.   •  Wing,  Rena  R.,  Melissa  M.  Crane,  J.  Graham  Thomas,  Rajiv  Kumar,  and  Brad  Weinberg.  "Improving  Weight  Loss  Outcomes  of  Community  IntervenNons  by  IncorporaNng   Behavioral  Strategies."  American  Public  Health  AssociaNon  -­‐.  N.p.,  15  Mar.  2010.  Web.  30  May  2013.    

Editor's Notes

  1. My Ahah moment in my original research,was when I found an emerging ecosystem of experimenters trying to trigger behavior change across the disease spectrum- from health and wellness to chronic disease and addiction Starting at your left at the Wellness side of this visual, I found an expanding definition of health to include life balance and self-improvement. The societal shift in attitudes toward health and wellness, with consumers leading the way, shows in the rise of employer-sponsored employee wellness games. Social networking can bring people together within a trusted environment to share information and work toward common goals. Social games encourage three behaviors: teamwork, friendly competition and accountability. Brain Gamesis an exciting application of game technology that takes advantage of a new understanding of brain plasticity. Disease Management: Interesting to us provider types is whether these principles will work in chronic disease management. Early signs are positive: Mobile games are finding a place in disease management, making mundane tasks more fun: glucose monitoring, diet, exercise, insulin and other drugs; and developing a support network of like people. Of note, back in 2009 I noticed an expanding definition of health and wellness, which included habit design and self-care. Remember this theme, we will see how it has evolved.
  2. My latest research tapped into a fountain of innovation in the mobile social games for health space. WHY? A convergence of many factors: Ease of entry, technology advances, Receptive end-user markets (smart phones, ubiquitous connectivity), Access to capital and increasing interest from healthcare organizationsThe gaming market has grown, especially among women and people over 30 yrs old with 55 percent of gamers playing games on their phones or hand-held devices.Gamification, initially overhyped, may nevertheless be a useful engagement tool. According to a Gigya study of billions of user actions with partners like Pepsi, Nike, and Dell, adding gamification to your site boosts engagement by almost a third. Albeit slowly, I think we are beginning to see a societal shift in the importance of health and wellness as shown by the government’s efforts -Mrs. Obama’s campaign, Regina Benjamin celebrities such as Sanjay Gupta, Dr. Oz, Deepak Chopra at the CES are trying to make fitness “cool.” more self-insured employers are embracing health and wellness as part of a productive culture. This represents an emerging model of prevention, enabling people to proactively drive their own behavior change more through iterative, personalized engagement rather than passive participation in data-driven disease prevention. But this is only possible with a continuing convergence of data analytics and ubiquitous social mobile connectivity
  3. This fountain of innovation has fueled wild growth in our ecosystem, but it also means a high signal-to-noise ratio for figuring out what works.Our new ecosystem has many more companies. Not only do we have those chasing cognitive health, but there has been a spurt in corporate wellness programs using social games. There are also next-generation companies refining their approach to behavior change.New players include: Blue Marble Akili InteractiveCognifitFitocracyMango Health, LarkShapeupLimeaideOmada HealthI set the results bar high to select this year’s 4 case studies:LumosityOneHealthShapeupOmada.
  4. Let’s step back and examine where pockets of evidence are building: In childhood obesity - Zamzee, an activity tracker with a motivational experience wrapped around it, did 12 studies with over 1000 kids and found that they those who used both the motivational experience and the accelerometer moved 60% more over a 6 month period than those who just had the accelerometer. With these results, the program is now being used as a tool along with existing child obesity diet programs and camps. In corporate wellness - Shapeup- invested in research early on - 5 peer-reviewed articles in scientific journals - with more in the pipeline. Showing that using teammates and social competition can help increase physical activities and weight loss.In addiction relapse - One Recovery, now One Health, in Pilot with a National Health plan they found a 58% reduction in readmissions and a $1.4 Million in cost savingsIn diabetes prevention- Omada’s Prevent, the digital version of a 2002 Diabetes Prevention Program known as DPP, in a 27-center study with over 3000 patients- they found that a modest weight loss of 5-7% could reduce type 2 diabetes by 58%. All of the companies agree that their established evidence base has been invaluable as it has provided them instant credibility during their discussions with insurance companies and self-insured corporations.
  5. One strand of evidence is adoption: Who is using these tools?I would have guessed that most of the apps are being used for diet and exercise, and I was surprised to find out that, according to a recent study of US broadband households conducted by Park and Associates, 70% are using these tools for memory training.
  6. The interest in memory training is spurring a robust ecosystem of brain training and brain fitness companies such as:LumosityDakimPositCognifitBrain Science Akili InteractiveAt the Consumer Electronics show this year, I began to think that consumer interest is expanding beyond brain games and brain fitness to a broader context of the mind/body connection and the desire to pursue cognitive health and wellbeing.I’m still working on that one, so stay tuned for my next report.
  7. Lumosity has created different types of games to train different areas of brain health, including problem-solving, memory, and brain flexibility.Lumosity was founded in 2005, raised 67.5 M, and is using the proceeds to fuel rapid growth. This direct-to-consumer brain games company now has 40M users, with 10 M unique visitors a month.Click above to enjoy a video demo of their 3 new games.There is new evidence in an independent study of “chemo brain” in post chemotherapy breast cancer survivors, that showed that Lumosity’s cognitive training led to significant improvements in cognitive flexibility, verbal fluency and processing speed.
  8. Now what is behavior change and why is it so important?Everyone engaged in health care is in the behavior change business: we are nudged to eat less and exercise more, follow recommended diagnostic screenings, take all your medicine on time, don’t put off a visit to investigate suspicious symptoms and of course floss your teeth every day.As shown in this visual, one way to think about using technology tools to nudge Behavior Change is as a series of cumulative small feedback loops. A simple feedback loop can be described as: the user engages with the mobile tool, data is captured, feedback is created. This could be a simple reward system for flossing your whole mouth one time per day. More complex feedback loops involve multiple iterations such as changing your sleeping routine or your eating and exercise patterns. The ultimate goal is to foster healthy behavior, but, as we know, changing patterns of behavior, or comfortable routines, is not easy. The question of using tech tools to nudge behavior change has recently become interesting to many more designers, so much so that there is a meet-up with over 1000 members called Habit Design.Kudos to Michael Kim who leads this group of imaginative professionals.
  9. Now that we have thought about getting started and getting going, we are now set to explore how we stay on track.Many of us think that social networks--peer pressure and support--plus user data analytics, could help us stay on track. Alcoholics Anonymous and Weight Watchers have been helping people offline for decades, with real success. As you can see in this visual, there are several different kinds of social networks which offer fluidity and flexibility not seen in the offline worldInformation networks such as Everyday HealthPatient support networks Alliance HealthResearch networks- Patients Like Me , GenomeraYet, people are complex, and influencing everyday choices is not a one-size-fits-all solution. Just as social networks come in many flavors so do data networksFor some, the output of biometric data, data coming from body sensors, will help them to find their way. For others of us, large sets of user data may also help developers understand human behavior and close the feedback loop.The key may be in experimenting with peer to peer support networks and data analytics with a mix and match approach- using more or less of each tool as needed and discovering which suite of tools will work for whom and when.
  10. As consumers embrace Lumosity’s brain games, corporations are embracing games to spur employee wellness.What are social games in the workplace? Small teams, put together in the workplace can play social games which encourage teamwork, friendly competition and cooperation. Accountability is an interesting motivator, because people feel obligated to participate so they do not let down their team members. Building upon basic human nature desire for competition, status and peer recognition, social games can help support and promote a positive collaborative culture
  11. Exemplifying the power of social games, Shapeup’s participants have collectively lost one million pounds!Click on the link above to watch the video that shows how their programs use social networking, peer-to-peer healthcare, game mechanics and behavioral economics.As far as using social games, Shape-up is one of the oldest, clinically-proven, technology-based social wellness companies selling to large employers across the globe. The peer-to-peer networks form a grassroots campaign to recruit team participants, using social support and group motivation and accountability to create engagement. Now they have added individual and team coaching to their suite of services. As a data point relevant to corporate wellness, Rhode Island, in a state-wide wellness challenge, over the past seven years, found that more than 70,000 Rhode Islanders have participated in their programs- walking millions of miles, losing thousands of pounds, and proving that teamwork is a powerful prescription for taking control of our health. Shapeup began in 2006, covers more than 2 million lives across 200 employers and health plans, raised $5M series A in 2010, and they are now profitable. 
  12. When I asked “What is working?” Three elements emerged in common across companies “EPI”- Engage, Personalize and Iterate; all united by a need to demonstrate effectiveness with some kind of evidence.First, capture people’s interest – engage them with the use of gaming elements such as reward, status, achievement, self-expression, competition and altruism. Once people are engaged, it is critical to create evidence that the tools work.The second element, is personalize, custom approaches are essential to successful behavior change. There is no one size fits all in behavior change, and giving people what they need at the time of need is crucial to keeping their limited attention.The third element is iterate and experiment. This concept is also well known in consumer products, but not yet much recognized in healthcare circles.
  13. Patient engagement has been a popular topic of late, with HIMMS publishing a book and conducting a Tweetup on the subject, Health Affairs devoting its entire February issue to the topic, and the RWJ Foundation and others suggesting new approaches. Reflecting upon my days as a provider, where each dental patient had a different view of their needs, it is not surprising to me that the definition and measurement of patient-engaged care differs depending on context. Now that the discussion has moved to engagement, evidence of effectiveness seems to be the power trigger.Health plans are demanding multiple pilots to prove that the tools will get patients engaged, and keep them active in treatment. Companies such as Shapeup, One Health and Omada who have evidence, can grow their businesses in the corporate market more quickly.
  14. To get engagement and behavior change, there is no one size fits all, so personalization is essential. Forms of personalization involve using incentives as well as data analytics.There is a lot of experimentation with incentives, such as money or premium reductions. A recent survey of 800 large and mid-size companies with more than 7 Million US employees, found that 83% offer incentives for participating in programs that help employees become more aware of their health status. Aon Hewitt's survey shows almost two-thirds (64 percent) of employers offer monetary incentives of between $50 and $500, and nearly one in five (18 percent) offer monetary incentives of more than $500.Although there is currently a lot of experimentation with extrinsic rewards- such as money- the literature suggests that intrinsic motivation is superior. This is an area that is still a work in progress. Analytics is another important element of personalization. In brain games, Lumosity’s machine-learning algorithms customize the questions- giving the player the right amount of challenge and in OneHealth, they use data to be better informed how to tweak the product features.
  15. All of our case studies have gone through multiple iterations of their product, while accumulating data used to both iterate the product and improve the experience.Onehealth, which began as OneRecovery, focused on addiction, has expanded their target markets to include people with multiple chronic conditions, such as obese diabetics.Noteworthy, Lumosity, through their research, called “The Human Cognition” project, is building the world’s largest database on human cognition to continue to improve and personalize their games.Shapeup began using social games in corporate wellness and has now added coaching Omada’s Prevent spent a lot of time iterating the consumer’s initial product experience, because they learned that good first impressions were a key element to establishing ongoing trust.  
  16. Let’s see how these concepts work when you build a system with the patient in the center. OneHealthuses a mix of game mechanics and multiple online support networks, available 24/7. As we will see in the demo, game mechanics include badges to mark achievement levels, such as going to meetings, getting a sponsor, sharing a story, journaling. Emoticons help us share emotion and empathy.For social support, you can build your own support group with varying levels of privacy, customized to personal needs that can change over time. This is very important in the clinical world, where many people suffer from multiple diseases - such as the many patients who struggle with obesity, depression and addiction. These same principles have been applied to their new mobile products. One Health started in 2007, raised 16 M dollars to date with a 7 M dollar series A followed by $9M series B.
  17. What if these tools of behavior change could be used to prevent one of the biggest cost drivers in healthcare?As shown in the landmark DPP trial back in 2002, pre-diabetes can be reversed through lifestyle changes. It was only recently, in 2011, that Omada cleverly figured out a way to digitize the program using digital tracking tools (e.g. weight scales, pedometers), personalized coaching, social support, and an interactive web-based curriculum to motivate healthy exercise and eating behaviors. Here is how Omada’s, 16 week course, called Prevent works:Upon sign up, users are matched into small groups of 12 in a private online environment, “based on age, body mass index, and location.” They are then sent a Path16 wireless scale that requires virtually no set-up and automatically syncs to Prevent, allowing them to transmit daily weigh-ins to their private personal profiles. The curriculum - 1x per week, its fun , and offers some interactive elements, with mini challenges in their skill center. Important aspects of the program include the peer-to-peer support from the group, as well as support from the health coach Evidence from last pilot includes:74% completed the pilot in 4 monthsMean weight loss similar to DPP - 5-7%40 of the 230 participants have applied to be coaches
  18.  A handful of VCs I spoke with agree that it is still early in the cycle of business model evolution, however, in corporate wellness, we see 2 different approaches to revenue models:Shapeup and One Health charge employers per member per monthPrevent is a 2-tier success-based approach, where there is one payment when employees complete the program and another payment when they meet goalsOn the consumer side: Lumosity uses a monthly fee structure for consumersNoteworthy, Shapeup and Omada are profitable.(Shapeup- started in 2005 and has raised $5 M in venture capital funding.Omada- began in 2011 and has raised $5.5 M in seed and venture funding)
  19. As you can see in these graphs, all trends are positiveshowing an Increase in mobile health app downloads, global revenues and venture capital funding.For Mobile Health app downloads, 124 million people downloaded a mobile health app in 2011 and 247 million people downloaded one in 2012.In global revenue, there was 1.2 billion dollar global revenue from mobile healthcare apps in 2011 with 11.8 billion dollars expected in 2018For VC funding, there was 968 million dollars in 2011 and 1.4 billion in 2012.
  20. Reflecting back (in hindsight) this has been a year of rapid innovation, so let’s see the up and comers who are brave enough to take on the challenge  Up and comers include:Fitocracy- The founders are gamers turned bodybuilders. The online fitness community awards you with points, the ability to level-up, badges and the strong social component has created community support with over 1 m downloads.Mango Health using game design to help consumers mange their health - earn points for taking medications safely and on time. Points can be redeemed by major retailers such as Target or by making charity donations Lark -using elements of game mechanics and automated positive coaching (with custom algorithms) to make sleep tracking more fun- and they have the world’s largest sleep database.Akili Interactive-combining the best in neuroscience, with the best of video games to create a new kind of cognitive activation, beginning in the area of executive functionWho would have guessed that game developers, once considered optional consultants in health related products, would be key members of product development teams?
  21. As we have seen in our 4 case studies -Lumosity, OneHealth, Shapeup, Omada - are mixing and matching elements of game mechanics and peer to-peer support using 3 common success factors: engage the user, personalize the experience and iterate the product.With this explosion of innovation plus new entrants such as Fitocracy, Mango Health, Lark, Akili Interactive, these are exciting times.This fan represents an ongoing trend to move the medical system from sickness intervention to “prevention” or “well care.” This is a model of prevention based on a continuing convergence of data analytics and ubiquitous social mobile connectivity. This convergence is enabling people to proactively drive their own behavior change through iterative, personalized engagement rather than passive participation in data-driven disease prevention.This is an extension of the expanding definition of health and wellness that we first noticed in 2009, as seen in our first ecosystem visual. But this concept is still so new that we don't yet have a word that replaces "patient" to describe individuals actively pursuing better health.
  22. What does this mean for the future?As we have seen in our 4 case studies, in our 4 up-comers, and others, with gaming and competitions taking center stage, perhaps it is time to individually and collectively think BIG. Leave it to Esther Dyson to have created HICUUP (Health Intervention Coordinating Council) that uses community wide efforts to get people competing to walk, exercise and eat better across cities and states. The council is spurring population health and proving the financial feasibility of preventive health on a larger scale