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unNiched(micro):
  Scratch, Sniff and Learn
“Toward the Storification and Gamification of Health”
    Michael Spitz, VP Engagement | Ignite Health
                   October 25, 2011
                    New York, NY
Overview
• Scratch It!
  – “Gamification” relevance and definition
• Sniff It!
  – “Health gamification” application and examples
• Learn It!
   – Brainstorm and riff on health gamification
• Imagine It!
   – Ideas about the future of health gamification
Scratch It!
Scratch It!
• Why is “Gamification” relevant?
   $10.5 billion in revenue in 2009, with latest
    stats suggesting double that
   Average age is about 35, with genders split
    roughly equally
   60% of all adults play several hours a week,
    averaging 10K hours before age 21



                          4
Scratch It!
• What exactly is “Gamification”?
   Use of game design techniques and
    mechanics to connect and engage with
    audiences in an otherwise non-gaming
    environment
   Transforms basic messaging and campaigning
    to encourage users to make decisions and
    participate in desired behavior



                       5
Scratch It!
• “Gamification” prerequisites
   Emotionally connects with the user through
    compelling storytelling, incentives, and
    feedback
   Enables continuous advancement, and fosters
    connectivity to user competitors/peers
   Ultimately results in premeditated user
    behavioral modification


                         6
Scratch It!
• “Gamification” best practices
   Effective gamification finds a balance between
    engaging game mechanics and creation of an
    experience designed to modify behavior
      Too much emphasis on gaming aspect will engage
       users but compromise behavioral change
      Too much emphasis on outcome will reduce
       engagement and ultimately also compromise
       behavioral change


                          7
Sniff It!
Sniff It!
• What is “Gamification” for health?
   Taking otherwise tedious, repetitive, boring, or
    even painful routines and transforming them
    into an engaging gaming experience
   Revitalizes basic messaging and campaigning
    to encourage users to make decisions and
    participate in desired behavior for the
    betterment of their health and wellness



                         9
Sniff It!
• Some “Gamification” categories in health
   Cognitive and emotional health
   Participatory health
   Active gaming and fitness (“exergaming”)
   Rehabilitation games
   Medical education, training, and simulation


                           10
Sniff It!
• Some “Gamification” examples in health
   • http://www.breakawaygames.com/serious-games/solutions/healthcare/
        – Training simulations, pediatric pain managements

   • http://www.humanagames.com/#/home/
       – Famscape and HorsePower Challenge social gaming

   • http://healthmonth.com
        – Improve diet, fitness, and emotional health through social gaming

   • https://www.superbetter.us/
        – Increase personal resilience through competitive play with friends

   • http://gameful.org/
        – “Metagame” teams to learn more about gaming and create own



                                     11
Sniff It!
• Check out this demo of a gamified experience
  for Type 1 diabetics…
Sniff It!
• Let’s get “hands on” with some health
  gamification examples…




              “Ben’s Game” PC                                “Iron Invaders” iPad
     http://www.sfwish.org/site/pp.asp?c=bdJLITMAE&b=81927
Learn It!
Learn It!
• Group brainstorm part 1
   Are these true examples of the “gamification”
    of health? Which ones educate, and which
    ones actually change behaviors?
   What qualities of the examples we’ve seen
    make for a particularly good gaming
    experience?
   How might these examples be improved to
    heighten engagement while still facilitating
    behavioral change?

                         15
Learn It!
• Group brainstorm part 2
   Let’s choose a hypothetical audience and
    imagine gamifying their reality
     Do we start with the game mechanics or the
      intended behavioral change?
     How do we find the right balance between
      engagement dynamics and behavioral modification?




                          16
Learn It!
• Group brainstorm part 3
   What are some health areas where
    gamification would be applied?
     Learning about treatment options
     Managing side effects
     Complying and adhering to a medication




                          17
Imagine It!
Imagine It!

• Ideas about the future of health
 gamification…
  – Integration with #mhealth could create real
    time interactivity with biosensors
  – Near field communications (ultra-short wifi)
    could eliminate boundary between worlds
  – Evolution of privacy could open more doors to
    social gaming and sharing
Thank You!


Michael Spitz
VP Engagement
 Ignite Health
@SpitzStrategy

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Unniched ignite gamification_10252011

  • 1. unNiched(micro): Scratch, Sniff and Learn “Toward the Storification and Gamification of Health” Michael Spitz, VP Engagement | Ignite Health October 25, 2011 New York, NY
  • 2. Overview • Scratch It! – “Gamification” relevance and definition • Sniff It! – “Health gamification” application and examples • Learn It! – Brainstorm and riff on health gamification • Imagine It! – Ideas about the future of health gamification
  • 4. Scratch It! • Why is “Gamification” relevant?  $10.5 billion in revenue in 2009, with latest stats suggesting double that  Average age is about 35, with genders split roughly equally  60% of all adults play several hours a week, averaging 10K hours before age 21 4
  • 5. Scratch It! • What exactly is “Gamification”?  Use of game design techniques and mechanics to connect and engage with audiences in an otherwise non-gaming environment  Transforms basic messaging and campaigning to encourage users to make decisions and participate in desired behavior 5
  • 6. Scratch It! • “Gamification” prerequisites  Emotionally connects with the user through compelling storytelling, incentives, and feedback  Enables continuous advancement, and fosters connectivity to user competitors/peers  Ultimately results in premeditated user behavioral modification 6
  • 7. Scratch It! • “Gamification” best practices  Effective gamification finds a balance between engaging game mechanics and creation of an experience designed to modify behavior  Too much emphasis on gaming aspect will engage users but compromise behavioral change  Too much emphasis on outcome will reduce engagement and ultimately also compromise behavioral change 7
  • 9. Sniff It! • What is “Gamification” for health?  Taking otherwise tedious, repetitive, boring, or even painful routines and transforming them into an engaging gaming experience  Revitalizes basic messaging and campaigning to encourage users to make decisions and participate in desired behavior for the betterment of their health and wellness 9
  • 10. Sniff It! • Some “Gamification” categories in health  Cognitive and emotional health  Participatory health  Active gaming and fitness (“exergaming”)  Rehabilitation games  Medical education, training, and simulation 10
  • 11. Sniff It! • Some “Gamification” examples in health • http://www.breakawaygames.com/serious-games/solutions/healthcare/ – Training simulations, pediatric pain managements • http://www.humanagames.com/#/home/ – Famscape and HorsePower Challenge social gaming • http://healthmonth.com – Improve diet, fitness, and emotional health through social gaming • https://www.superbetter.us/ – Increase personal resilience through competitive play with friends • http://gameful.org/ – “Metagame” teams to learn more about gaming and create own 11
  • 12. Sniff It! • Check out this demo of a gamified experience for Type 1 diabetics…
  • 13. Sniff It! • Let’s get “hands on” with some health gamification examples… “Ben’s Game” PC “Iron Invaders” iPad http://www.sfwish.org/site/pp.asp?c=bdJLITMAE&b=81927
  • 15. Learn It! • Group brainstorm part 1  Are these true examples of the “gamification” of health? Which ones educate, and which ones actually change behaviors?  What qualities of the examples we’ve seen make for a particularly good gaming experience?  How might these examples be improved to heighten engagement while still facilitating behavioral change? 15
  • 16. Learn It! • Group brainstorm part 2  Let’s choose a hypothetical audience and imagine gamifying their reality  Do we start with the game mechanics or the intended behavioral change?  How do we find the right balance between engagement dynamics and behavioral modification? 16
  • 17. Learn It! • Group brainstorm part 3  What are some health areas where gamification would be applied?  Learning about treatment options  Managing side effects  Complying and adhering to a medication 17
  • 19. Imagine It! • Ideas about the future of health gamification… – Integration with #mhealth could create real time interactivity with biosensors – Near field communications (ultra-short wifi) could eliminate boundary between worlds – Evolution of privacy could open more doors to social gaming and sharing
  • 20. Thank You! Michael Spitz VP Engagement Ignite Health @SpitzStrategy