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Games and Gamification
Revolutionizing
Healthcare: Risks and
Benefits
Pamela M. Kato, EdM, PhD
Owner, P. M. Kato Consulting
My Background
Harvard and Stanford trained Health
Psychologist
Founding President and CEO of HopeLab,
led development of Re-Mission
Current Owner of P. M. Kato Consulting
Healthcare Challenges
Acute Care Model  Chronic Care Model
Chronic diseases
Aging population
Prevention
Patient Safety
Behavioral Challenges
Effective treatments will have no impact on health
outcomes if people fail to use them
There are no immediate rewards for engaging in
preventive health behaviors
Gaming
Booming industry
The global videogame market will grow from $67
billion in 2012 to $82 billion in 2017 (DFC
Intelligence)
One in three Europeans plays video games regularly
(Interactive Software Federation of Europe,
Consumer Research 2008)
People play video games because….
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment
Software Association (ESA) at E3 2011.
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment
Software Association (ESA) at E3 2011.
A Serious Game
A game that is designed for education and training
usually on a digital platform
Games for Health
Innovation
Passive Patient  Patient Empowerment
The Fun Theory
http://youtu.be/2lXh2n0aPyw
Games Addressing
Challenges
Chronic diseases
Aging population
Cancer
Since the 1980’s video games have been shown to
be effective in healthcare in managing pain and
nausea related to treatment
Video games improve management of nausea and
conditioned nausea in pediatric oncology
.Redd WH, Jacobsen PB, Die-Trill M, Dermatis H, McEvoy M, Holland JC. Cognitive/attentional distraction in the control of
conditioned nausea in pediatric cancer patients receiving chemotherapyJ Consult Clin Psychol. 1987 Jun;55(3):391-5.
http://youtu.be/kjLdu7SEMNs
Treatment Adherence
Effective cancer therapies exist but adolescents and
young adults were not benefitting (Archie Blyer)
Re-Mission RCT Research
n=374 young people with cancer
34 medical centers
Design
Control game vs. Control game + Re-Mission
Primary outcome = Adherence to treatment
Results
Adherence
Re-Mission Today
• Available at www.re-mission.net
• Over 200,000 copies distributed world-wide
• Follow-up research showed that interactivity
responsible for improved motivation to adhere
• Re-Mission 2 scheduled for 2013
Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During a
Serious Videogame. PLoS ONE.
Asthma
Improved knowledge, self-efficacy to manage illness,
and increased social support after 1 month of play (not
randomized)
RCT showed increase in self-efficacy with game and
decrease in self-efficacy with educational video
Lieberman, D.A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and
research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Diabetes
Improved knowledge, communication and self-efficacy
to manage illness
Reduced urgent care visits related to diabetes
Brown, S. J., Lieberman, D. A., Germeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational video
game for juvenile diabetes: Results of a controlled trial. Medical informatics, 22(1), 77-89.
Mental Health
Depression
• N=187 ages 12-19, seeking help for depressive
symptoms
• SPARX vs. traditional therapy for 4 to 7 weeks
• Higher remission in depressive symptoms (44% vs.
26%) with SPARX
• Mean reduction in depressive symptoms and
response rates no different from traditional therapy
Merry S, Stasiak K, Shepherd M, et al. The effectiveness of SPARX, a computerised self help intervention for
adolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ 2012;344:e2598.
Exergames with the Elderly
• N=19 seniors (ages 63-94)
• Play for 35 mins, 3x/week for 12
weeks (84% adherence)
• Reduced depressive
symptoms (QIDS)
• Increased mental QOL (SF-
36)
• Improved neurocognitive
status (RBANS)
D. Rosenberg, C. A. Depp, I. V. Vahia, J. Reichstadt, B. W. Palmer, J. Kerr, G. Norman, and D. V. Jeste. Exergames for Subsyndrom
Depression in Older Adults: A Pilot Study of a Novel Intervention. American Journal of Geriatric Psychiatry, 18(3), 221-226, 2010.
Games for Stroke Rehab
Strengths and Weaknesses
of G4H
• Willingness to invest in
production
• A handful of studies support
effectiveness
• Potential to address challenges
in healthcare
• Not willing/able to invest in
research or
marketing/distribution
• Not enough research
• Can’t ask “how” they work until you
know “if” they work
Threats and Opportunities
• Scant evidence for cost-
effectiveness
• Rising costs if regulatory
commissions are involved
• Lack of a proven sustainable
business model
• Getting stuck in games as a
cottage industry with a reputation
for lousy production values
• Difficult to engage elderly
population
• May be an economical way to
promote health
• People are more digitally
connected, data sharing is easier
which could promote
commercialization
• More and more serious games
companies are being established
• Gamers are getting old!
• Gamification
Gamification
• The application of game design and game mechanics outside of
an immersive game to increase engagement
• Loyalty programs
• Exclusive membership
• Badges
• Points
Conclusion
Research findings are promising but a majority of
games for health are not evaluated or studied to
improve the field
Marketing and distribution needs to be planned for
from the beginning
Gamification can be a positive way to supplement and
work with games to sustain behavior
Let’s work together for continued success!
Thank you!
E-mail: pamela.kato@yahoo.com
Twitter: @pamkato
Blog: pamkato.wordpress.com

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Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare: Risks and benefits

  • 1. Games and Gamification Revolutionizing Healthcare: Risks and Benefits Pamela M. Kato, EdM, PhD Owner, P. M. Kato Consulting
  • 2. My Background Harvard and Stanford trained Health Psychologist Founding President and CEO of HopeLab, led development of Re-Mission Current Owner of P. M. Kato Consulting
  • 3. Healthcare Challenges Acute Care Model  Chronic Care Model Chronic diseases Aging population Prevention Patient Safety
  • 4. Behavioral Challenges Effective treatments will have no impact on health outcomes if people fail to use them There are no immediate rewards for engaging in preventive health behaviors
  • 5. Gaming Booming industry The global videogame market will grow from $67 billion in 2012 to $82 billion in 2017 (DFC Intelligence) One in three Europeans plays video games regularly (Interactive Software Federation of Europe, Consumer Research 2008) People play video games because….
  • 6.
  • 7. The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011.
  • 8. The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011.
  • 9. A Serious Game A game that is designed for education and training usually on a digital platform
  • 10. Games for Health Innovation Passive Patient  Patient Empowerment
  • 13. Cancer Since the 1980’s video games have been shown to be effective in healthcare in managing pain and nausea related to treatment Video games improve management of nausea and conditioned nausea in pediatric oncology .Redd WH, Jacobsen PB, Die-Trill M, Dermatis H, McEvoy M, Holland JC. Cognitive/attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapyJ Consult Clin Psychol. 1987 Jun;55(3):391-5.
  • 15. Treatment Adherence Effective cancer therapies exist but adolescents and young adults were not benefitting (Archie Blyer)
  • 16.
  • 17. Re-Mission RCT Research n=374 young people with cancer 34 medical centers Design Control game vs. Control game + Re-Mission Primary outcome = Adherence to treatment
  • 20.
  • 21. Re-Mission Today • Available at www.re-mission.net • Over 200,000 copies distributed world-wide • Follow-up research showed that interactivity responsible for improved motivation to adhere • Re-Mission 2 scheduled for 2013 Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During a Serious Videogame. PLoS ONE.
  • 22. Asthma Improved knowledge, self-efficacy to manage illness, and increased social support after 1 month of play (not randomized) RCT showed increase in self-efficacy with game and decrease in self-efficacy with educational video Lieberman, D.A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
  • 23. Diabetes Improved knowledge, communication and self-efficacy to manage illness Reduced urgent care visits related to diabetes Brown, S. J., Lieberman, D. A., Germeny, B. A., Fan, Y. C., Wilson, D. M., & Pasta, D. J. (1997). Educational video game for juvenile diabetes: Results of a controlled trial. Medical informatics, 22(1), 77-89.
  • 25. Depression • N=187 ages 12-19, seeking help for depressive symptoms • SPARX vs. traditional therapy for 4 to 7 weeks • Higher remission in depressive symptoms (44% vs. 26%) with SPARX • Mean reduction in depressive symptoms and response rates no different from traditional therapy Merry S, Stasiak K, Shepherd M, et al. The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ 2012;344:e2598.
  • 26. Exergames with the Elderly • N=19 seniors (ages 63-94) • Play for 35 mins, 3x/week for 12 weeks (84% adherence) • Reduced depressive symptoms (QIDS) • Increased mental QOL (SF- 36) • Improved neurocognitive status (RBANS) D. Rosenberg, C. A. Depp, I. V. Vahia, J. Reichstadt, B. W. Palmer, J. Kerr, G. Norman, and D. V. Jeste. Exergames for Subsyndrom Depression in Older Adults: A Pilot Study of a Novel Intervention. American Journal of Geriatric Psychiatry, 18(3), 221-226, 2010.
  • 28. Strengths and Weaknesses of G4H • Willingness to invest in production • A handful of studies support effectiveness • Potential to address challenges in healthcare • Not willing/able to invest in research or marketing/distribution • Not enough research • Can’t ask “how” they work until you know “if” they work
  • 29. Threats and Opportunities • Scant evidence for cost- effectiveness • Rising costs if regulatory commissions are involved • Lack of a proven sustainable business model • Getting stuck in games as a cottage industry with a reputation for lousy production values • Difficult to engage elderly population • May be an economical way to promote health • People are more digitally connected, data sharing is easier which could promote commercialization • More and more serious games companies are being established • Gamers are getting old! • Gamification
  • 30. Gamification • The application of game design and game mechanics outside of an immersive game to increase engagement • Loyalty programs • Exclusive membership • Badges • Points
  • 31. Conclusion Research findings are promising but a majority of games for health are not evaluated or studied to improve the field Marketing and distribution needs to be planned for from the beginning Gamification can be a positive way to supplement and work with games to sustain behavior Let’s work together for continued success!
  • 32. Thank you! E-mail: pamela.kato@yahoo.com Twitter: @pamkato Blog: pamkato.wordpress.com

Notas do Editor

  1. a landscaping of HC gaming solutions (/ disease) - HC gaming solutions: what type of impact on health Could you please also add the different e-game categories : -       exergames-       brain fitness games-       Health eating games-       Conditions management games-       Professional development & training games/ medical education  And add  exemples by disease Burn Pain : snow world Diabetes : Packy and Marlon Asthma : Bronchie the bronchiasaurus Etc………  Before to present the re-mission game could you include a short video game trailer of the game and a slide like this one you probably know :  To conclude other examples of health games should be also interesting for participants. 
  2. One in three Europeans play computer and video games regularly. Interactive software federation of Europe. While the number one reason to play most games - casual game sites, social networks, gaming consoles, boxed games, and downloaded games - is to relax and unwind, the main reason European gamers play games on mobile devices is because they're bored. National Gamers Surveys, 2011 National Gamers Surveys
  3. http://knihovnam.nkp.cz/docs/ISFE_Consumer_Research_2008_Report_final.pdf
  4. / To conclude, one slide with the on-going project and key megatrends 2020-          market drivers (cf slide deck shared with Philippe)-          - health games : early stageo        Large, rapidly growing marketo        Solutions for behavior change : mix fun & benefito        Measurable impact : on –going  several dozen research studies