This presentation was delivered at the inaugural conference of the International Society for Digital Medicine in Nanjing on June 19th. The presentation features digital health and gamification applications from GAETSS partners including Milan Based Imaginary and UK personal health management specialists, Spirit Healthcare.
ABSTRACT
Modern Lifestyles represent one of the biggest health challenges to modern society. The combination of higher standards of living, extended life expectancies and falling birth rates has led to a cocktail of medical problems that affect, in different ways, all age groups whether it be childhood obesity, diabetes and cardiovascular problems in adults or physical and cognitive decline in the elderly. These challenges, and the decline in the relative percentage of people in employment means that the public and private health services are facing a demographic time-bomb which, without intervention and effective strategies is likely to cause serious social and economic disruption.
This presentation examines the potential of wearable devices, gamification, artificial intelligence and big data used in digital health and wellbeing applications to have a positive impact on public health as well as facilitating new relationships between citizens and healthcare providers for personal health management and improved lifestyle behaviours.
Introduction to Sports Injuries by- Dr. Anjali Rai
Digital Health and Gamification
1. Digital Health and Gamification
How Technology and Gamification can support Physical and
Mental Well-Being in the Ageing Society
Nanjing
June 2016
2. Topics
Background and Introduction – the Ageing Society
The Challenge of Lifestyle Related Conditions
Gamification theory and practice
Digital Health and Gamification in Practice
Practical Case Studies
Project Results
Conclusions
Acknowledgements
5. The Message
Lifestyle Related Conditions are the most important
cause of premature death and actions which
influence healthy lifestyles should be adopted as
early as possible in your life
6. The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
6
7. The Challenge of Lifestyle Related Conditions
One of the consequences of a
convenient and easy access to
our daily wants and needs is a
decline in the physical and
mental challenges necessary
for our lifelong development
and health maintenance.
It is difficult to influence lifestyle behaviours when the
consequences of poor lifestyle choices are not immediately
reflected in your perceived health condition
8. What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
10. Digital Health
Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
11. Gamification Theory and Practice
The application of game psychologies
and mechanics within non-game
sectors
Engagement, motivation, skill
development, understanding,
influencing behaviour
Measurement and feedback
Competition, team working, social
connections and Community building
Self-efficacy is critical to health
behaviours
User-centred design
12. Digital Health and Gamification in Practice
Wearable technologies personal case study
CliniTouch System for Chronic Conditions
Buddy Band and SPORTIVATE Walk around the World
Rehab@Home for rehabilitation and patient monitoring
DOREMI for developing healthy active ageing
PEGASO influencing healthy lifestyles in teenagers
16. Clinitouch
Management of Chronic Conditions from Home
Significant reduction in hospital admissions for COPD Trial
The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001).
The overall net saving to the LC CCG over the 12-month period was £117 550.
17. Rehab@Home Project
Rehabilitation exercises after stroke or
physical injury
Uses Microsoft Kinect to provide customised
exercises
Feedback to both patient and medical
practitioner
Avoids travel and expensive use of facilities
Personalised exercise routines
Win-win scenario
18. DOREMI Project
Promotes physical and cognitive wellbeing
and independence
Focus on physical activity, good diet, social
support and mental stimulation
Range of applications on tablet computers
with mental and physical exercise
Provides valuable feedback data to clinicians
and carers
Gamification provides both mental
stimulation and motivation for physical
activity
http://www.doremi-fp7.eu/
19. Pegaso Project
Targets obesity in young people
Encourages healthy eating and exercise
Uses a pervasive game developed by
Imaginary
Combines wearable sensors, food diaries,
companion messaging and gamification
strategies
Game mechanics co-designed with teenage
focus groups – “Zombies Attack Game”
Short-term intervention leading to long-term
lifestyle changes
http://www.pegasof4f.eu/
20. Project Results
CliniTouch
– The number of admissions decreased from 3.13 to 1.02 admissions per patient over the
12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month
period was £117 550.
– Patient feedback suggested patients were more knowledgeable about their condition,
more confident in managing it and motivated to change behaviour in a positive direction
as a result of being involved in the intervention.
Rehab@Home
– 15 patients ( 5 post-stroke and 10 multiple sclerosis)
– Improvements in exercise tolerance and fine use of hand
– Positive feedback from participants
Pegaso
– 28 Adolescents (10 Italian and 18 Spanish)
– Preference for reward system for good behaviour
– Differences in cultural preferences for game mechanics
DOREMI
– 8 Focus groups (4 in Italy, 4 in UK)
– Normal or mild cognitive impairment, 4-8 people per group, aged 65-80
– Iterative user-centred design proved most effective
– Important to consider age-related visual decline and manual dexterity
– 3 key principles (meaning to participants, mastery for game flow and autonomy)
21. Conclusions
Common themes of Gamification and Consumer Digital Health Technologies
Reduction in hospitalisation and clinician workload
Potential to protect healthcare provision for future generations
Use of Key Digital Health Performance Indicators and Game Psychology
Pegaso emphasises exercise and eating behaviour in adolescents critical for
avoiding health challenges in later life
Rehab@Home illustrates the potential of consumer games technologies for
patient and clinician empowerment and collaboration
DOREMI shows that older people will accept appropriate games that can
reduce the burden of cognitive and physical decline
Medical professionals should play a key role in emerging health ecosystems that
build win-win relationships with all sectors of society to prevent the potential
melt-down of public health services arising from lifestyle related medical
challenges
22. Acknowledgements
This work has been supported by the European Commission under the collaborative projects
Rehab@Home, DOREMI and PEGASO all funded by the European Commission under the
Seventh Framework Programme