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WHY GAMIFICATION
IS TAKING OVER

WELLNESS
PROGRAMS
A Presentation by
Chapter 1
Why Wellness
Programs Need
Gamification

YOUR
PROGRESS

0%
More companies are employing gamified
wellness programs than ever before.
73% of employers have a health engagement
strategy for their employees
63% are employing game elements with their
programs
70 of the top 100 companies in the U.S. are adding
Gamification to their wellness programs
WHY?
Gamification increases
engagement, and wellness
programs improve health.
The U.S. currently spends 17% of its Gross Domestic
Product on Healthcare, one of the highest percentages in
the world1 , not to mention…
75%

of US health spending
goes to treating
chronic conditions

7 in 10

deaths in the US each
year are caused by
chronic conditions

Sources:
1: http://data.worldbank.org/indicator/SH.XPD.TOTL.ZS
2:http://www.rwjf.org/en/topics/rwjf-topic-areas/prevention.html

$10

a person per year
invested in prevention
could save billions
This is a failure of the system. Many chronic diseases
like diabetes and heart disease are largely
preventable. Healthier habits are a way to reverse this
growing trend.

ENTER:
WELLNESS PROGRAMS
Employers should
implement wellness
programs because...
A majority of Americans will receive insurance
through their employers by 2016.

Source:http://www.washingtonpost.com/posttv/video/inplay/everything-to-know-about-obamacarein-2minutes/2013/10/04/469ae328-26d5-11e3-b3e9-d97fb087acd6_video.html
There’s financial incentive
Research estimates that employers can create
excellent ROI by saving up to

		
		$3 on their healthcare costs
								for

				every $1 spent on employee 		
				wellness programs.

Source: http://www.ifebp.org/AboutUs/PressRoom/Releases/Wellness+Programs+Benefit+the+Bottom+Line.htm
There’s also government incentive
The Health Insurance Portability and Accountability Act
allows employers to provide a 20% discount on premiums to employees who meet certain criteria for staying
healthy and preventing disease.
The ACA increases this discount to 30% for group health
plans.

Source: http://www.nciom.org/wp-content/uploads/2010/10/PR_Provisions_Full.pdf.
Employers should also care about
wellness programs because
employees like them.
Numbers Don’t Lie
66% of employees who were involved in at-work
wellness programs were extremely or very satisfied
with their group employee benefits

67% of employees engaged in worksite wellness

believed their employer takes care of them

87% of job candidates consider wellness programs when choosing an employer

Source: http://www.corpsyn.com/knowledgecenter/articles/gamification.html#.Uv5DWvldU6U
So, offering employees wellness
programs makes them happier.
And when employees participate in wellness programs, it
saves companies money.
But, traditional wellness programs have problems...
> Lack of milestones
> No positive reinforcement
> No social encouragement

Source: http://www.infosys.com/infosys-labs/publications/Documents/gamification/how-to-make-healthcarewellness-programs-more-effective.pdf
...that lead to:
low motivation and
low engagement rates
So, how do companies
make the most of their wellness
programs?
GAMIFICATION
Chapter 2
Case Studies
YOUR
PROGRESS

33%
Ochsner + Virgin HealthMiles
Ochsner operates seven
hospitals and 35 clinics in southeastern Louisiana

Virgin HealthMiles is a gamification
department of the Virgin Group
Program
1) Employees track daily steps with a pedometer
and upload them to an electronic journal
2) An in-office kiosk also lets employees measure
and track their body fat percentage, weight and
blood pressure
3) Employees progress through Rewards levels and
earn either retail credit or cash
Results
50%

After one year, over
of employees had
reached Rewards Level 3 and received a discount on
their premiums
Having steadily risen for years, Ochsner’s insurance
claims fell by

5%

Source: http://www.nytimes.com/2010/03/28/business/28unbox.html?ref=business&_r=0
St. Lawrence College + Keas
One of Ontario’s leading community colleges, with a student population of 6,700

Keas is a California-based
gamification vendor that
designs corporate wellness
programs
Program
1) Employees formed teams that were ranked on a
public leaderboard
2) Each week participants would set three wellness
goals to achieve, which they could share with their
teammates on Keas’s social media feed
3) Completed tasks received points and moved
teams up the leaderboard
Results
280 of 324 registered participants lost weight
82% said Keas made them feel more positive
about working for St. Lawrence

88% said Keas’s platform improved teamwork and
collaboration

38% reported a reduction in their stress levels
Source: http://info.keas.com/rs/keas/images/Keas-CS-St-Lawrence.pdf
Blue Shield: Wellvolution
Blue Shield of California is a non-profit
health insurer

Wellvolution is Blue Shield’s internal wellness
initiative
Program
1) Employees were assigned challenges and given
points for completing them. These points could be
redeemed for rewards
2) Employees were encouraged to share their
results and rewards on social media
Results
Employee smoking has decreased by 50%
Employee hypertension has decreased by 66%
Employees are paying a combined $3 million
less per year in insurance premiums
More Results
Blue Shield’s disability claims have decreased
by 20% among participating employees (compared with a 60% increase for non participating)
Blue Shield estimated an ROI of $3 : $1 spent

60% increase in employee participation in wellness programs

Source: https://www.blueshieldca.com/sites/premier-accounts/total-health/wellvolution.sp
Implementing gamification into
wellness programs benefits
both employees and employers.
Chapter 3
Best Practices

YOUR
PROGRESS

66%
Consider this:
> What will motivate your employees?
> How can I make the entire group
involved?
> Which rewards make the most sense?
> What type of feedback do employees
want?
Be wary of extrinsic
motivation
Rewarding employees
with financial incentives
can work in the beginning
phases, but without
additional incentives
the effectiveness of
cash or discounts
will fade.
Use Intrinsic
Motivation
Use game elements to build a connection between
your employees and their desire to improve themselves. This way their focus remains on their
internal drive rather than purely cash rewards.
Build a Community
> Encourage employees to talk about their fitness
goals
> Create group activities that promote interaction
after work
Find the
optimal challenge
Humans need a balance between
competence and challenge to stay engaged.
Make sure your wellness program features
gamified elements for all levels of users.
Make feedback
Positive & Timely
As soon as employees
complete an activity
and log their progress,
offer them rewards. This
instant feedback builds
a feedback loop and
lays the foundation for
habit-forming behavior.
Plan for Cheaters
Wearable technology like FitBit helps keep
employees honest, so no one can log
progress or claim rewards for activities
they didn’t complete.
Above all...
MAKE IT FUN
Progress: Complete!
100%

Learn more about gamification
at TechnologyAdvice.com

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Why Gamification is Taking Over Wellness Programs

  • 1. WHY GAMIFICATION IS TAKING OVER WELLNESS PROGRAMS A Presentation by
  • 2. Chapter 1 Why Wellness Programs Need Gamification YOUR PROGRESS 0%
  • 3. More companies are employing gamified wellness programs than ever before. 73% of employers have a health engagement strategy for their employees 63% are employing game elements with their programs 70 of the top 100 companies in the U.S. are adding Gamification to their wellness programs
  • 4. WHY? Gamification increases engagement, and wellness programs improve health.
  • 5. The U.S. currently spends 17% of its Gross Domestic Product on Healthcare, one of the highest percentages in the world1 , not to mention… 75% of US health spending goes to treating chronic conditions 7 in 10 deaths in the US each year are caused by chronic conditions Sources: 1: http://data.worldbank.org/indicator/SH.XPD.TOTL.ZS 2:http://www.rwjf.org/en/topics/rwjf-topic-areas/prevention.html $10 a person per year invested in prevention could save billions
  • 6. This is a failure of the system. Many chronic diseases like diabetes and heart disease are largely preventable. Healthier habits are a way to reverse this growing trend. ENTER: WELLNESS PROGRAMS
  • 8. A majority of Americans will receive insurance through their employers by 2016. Source:http://www.washingtonpost.com/posttv/video/inplay/everything-to-know-about-obamacarein-2minutes/2013/10/04/469ae328-26d5-11e3-b3e9-d97fb087acd6_video.html
  • 9. There’s financial incentive Research estimates that employers can create excellent ROI by saving up to $3 on their healthcare costs for every $1 spent on employee wellness programs. Source: http://www.ifebp.org/AboutUs/PressRoom/Releases/Wellness+Programs+Benefit+the+Bottom+Line.htm
  • 10. There’s also government incentive The Health Insurance Portability and Accountability Act allows employers to provide a 20% discount on premiums to employees who meet certain criteria for staying healthy and preventing disease. The ACA increases this discount to 30% for group health plans. Source: http://www.nciom.org/wp-content/uploads/2010/10/PR_Provisions_Full.pdf.
  • 11. Employers should also care about wellness programs because employees like them.
  • 12. Numbers Don’t Lie 66% of employees who were involved in at-work wellness programs were extremely or very satisfied with their group employee benefits 67% of employees engaged in worksite wellness believed their employer takes care of them 87% of job candidates consider wellness programs when choosing an employer Source: http://www.corpsyn.com/knowledgecenter/articles/gamification.html#.Uv5DWvldU6U
  • 13. So, offering employees wellness programs makes them happier.
  • 14. And when employees participate in wellness programs, it saves companies money.
  • 15. But, traditional wellness programs have problems... > Lack of milestones > No positive reinforcement > No social encouragement Source: http://www.infosys.com/infosys-labs/publications/Documents/gamification/how-to-make-healthcarewellness-programs-more-effective.pdf
  • 16. ...that lead to: low motivation and low engagement rates
  • 17. So, how do companies make the most of their wellness programs?
  • 20. Ochsner + Virgin HealthMiles Ochsner operates seven hospitals and 35 clinics in southeastern Louisiana Virgin HealthMiles is a gamification department of the Virgin Group
  • 21. Program 1) Employees track daily steps with a pedometer and upload them to an electronic journal 2) An in-office kiosk also lets employees measure and track their body fat percentage, weight and blood pressure 3) Employees progress through Rewards levels and earn either retail credit or cash
  • 22. Results 50% After one year, over of employees had reached Rewards Level 3 and received a discount on their premiums Having steadily risen for years, Ochsner’s insurance claims fell by 5% Source: http://www.nytimes.com/2010/03/28/business/28unbox.html?ref=business&_r=0
  • 23. St. Lawrence College + Keas One of Ontario’s leading community colleges, with a student population of 6,700 Keas is a California-based gamification vendor that designs corporate wellness programs
  • 24. Program 1) Employees formed teams that were ranked on a public leaderboard 2) Each week participants would set three wellness goals to achieve, which they could share with their teammates on Keas’s social media feed 3) Completed tasks received points and moved teams up the leaderboard
  • 25. Results 280 of 324 registered participants lost weight 82% said Keas made them feel more positive about working for St. Lawrence 88% said Keas’s platform improved teamwork and collaboration 38% reported a reduction in their stress levels Source: http://info.keas.com/rs/keas/images/Keas-CS-St-Lawrence.pdf
  • 26. Blue Shield: Wellvolution Blue Shield of California is a non-profit health insurer Wellvolution is Blue Shield’s internal wellness initiative
  • 27. Program 1) Employees were assigned challenges and given points for completing them. These points could be redeemed for rewards 2) Employees were encouraged to share their results and rewards on social media
  • 28. Results Employee smoking has decreased by 50% Employee hypertension has decreased by 66% Employees are paying a combined $3 million less per year in insurance premiums
  • 29. More Results Blue Shield’s disability claims have decreased by 20% among participating employees (compared with a 60% increase for non participating) Blue Shield estimated an ROI of $3 : $1 spent 60% increase in employee participation in wellness programs Source: https://www.blueshieldca.com/sites/premier-accounts/total-health/wellvolution.sp
  • 30. Implementing gamification into wellness programs benefits both employees and employers.
  • 32. Consider this: > What will motivate your employees? > How can I make the entire group involved? > Which rewards make the most sense? > What type of feedback do employees want?
  • 33. Be wary of extrinsic motivation Rewarding employees with financial incentives can work in the beginning phases, but without additional incentives the effectiveness of cash or discounts will fade.
  • 34. Use Intrinsic Motivation Use game elements to build a connection between your employees and their desire to improve themselves. This way their focus remains on their internal drive rather than purely cash rewards.
  • 35. Build a Community > Encourage employees to talk about their fitness goals > Create group activities that promote interaction after work
  • 36. Find the optimal challenge Humans need a balance between competence and challenge to stay engaged. Make sure your wellness program features gamified elements for all levels of users.
  • 37. Make feedback Positive & Timely As soon as employees complete an activity and log their progress, offer them rewards. This instant feedback builds a feedback loop and lays the foundation for habit-forming behavior.
  • 38. Plan for Cheaters Wearable technology like FitBit helps keep employees honest, so no one can log progress or claim rewards for activities they didn’t complete.
  • 40. Progress: Complete! 100% Learn more about gamification at TechnologyAdvice.com