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Tackling societal challenges through digital transformation
1. Tackling societal challenges
through digital transformation
Ilias Iakovidis, PhD
DG CONNECT
European Commission
ilias.iakovidis@ec.europa.eu
Eindhoven, 1 October 2017Health for Games Europe 2017
2. CONCLUSIONS
• WHO: 'Health is a state of complete physical, mental, and social well-being and not
merely the absence of disease'
• 'Digital' will not only transform healthcare - both in evolutionary and disruptive ways-
but also provide people with new possibilities to progress on the other determinants of
health (nature, nurture, healthcare)
• Games will be integral part of digitally enabled healthcare services as well as bringing
value in health literacy, motivation, behaviour change .. and 'Health' overall
• Further effort is needed to innovate at scale – including validation & evidence (HTA),
user acceptance, value based care models - leading to large scale deployment
• Games for Health solutions targeting individual's behavioural change should explore
other sectors (energy efficiency, transport, security, climate change)
4. Societal Challenge
••• 4
Dependency Ratio
•From 1:4 to 1:2
•80+ doubles by 2025
Cost of Care
•Up by 4-8 % of GDP by
2025
Human Resources
•Shrinking work force
•Lacking 20 million carers by 2020
4
DEMOGRAPHIC CHANGE
5. Societal Challenge Major Opportunity
••• 5
Dependency Ratio
•From 1:4 to 1:2
•80+ doubles by 2025
Cost of Care
•Up by 4-8 % of GDP by
2025
Human Resources
•Shrinking work force
•Lacking 20 million carers by 2020
Empowerment
•Active Ageing
New Care Models
•Home based
•Integrated care
•Large Efficiency gains
Growth and Markets
•3000 B€ wealth
•85 Million Consumers - and
growing
• Large scale uptake of digital
innovation
5
DEMOGRAPHIC
CHANGE
6. When in Crisis… INNOVATE !
Innovation Scoreboard 2017: http://europa.eu/!Cm36XT
7. Innovating (at scale!) and obtaining societal and economic benefits
takes more than funding of research and start-ups!
Success criteria for Digital Innovation adoption ( deployment at scale):
- (new/proper) organisation
- skills
- infrastructure
- user acceptance (e.g. evidence of positive outcomes, user friendliness!!)
- right business models
Innovation 'ecosystems' can help in reaching some of the success criteria
Research vs Innovation
8. Innovating at scale Examples/Contacts
EIP on Active and Healthy Ageing: EC-EIP-AHA@ec.europa.eu
https://ec.europa.eu/eip/ageing/home_en
List of contacts in the 74 EIP on AHA Reference Sites:
http://www.scale-aha.eu/rs2016-results.html
European Institute of Technology - KIC on Healthy Living Active Ageing
http://eit.europa.eu/eit-community/eit-health
European Connected Health Alliance Ecosystems
website: http://www.echalliance.com
Start up Europe: http://startupeuropeclub.eu/
9. SUGGESTION #1
(HOMEWORK?)
Engage ( locally, nationally, internationally) with relevant existing
organisations, networks and innovation ecosystems that aim at
large scale deployment
Disseminate your work and findings - add your solutions to the
existing lists of 'Good practices'
12. SUGGESTION #2
Explore possibility for certification of your solution by
existing (regional, national, international) scheme and/or
seek validation & endorsement by relevant professional
organisations
13. Why is changing health-related behaviour so difficult? by Michael P. Kelly a, Mary Barker
http://www.sciencedirect.com/science/article/pii/S0033350616300178
6 common errors of policy makers in attempting to change a health-related behaviour
• It is just common sense
• It is about getting the message across
• Knowledge and information drive behaviour
• People act rationally
• People act irrationally
• It is possible to predict accurately
New body of evidence of how to bring about behaviour change is consistently ignored
These findings do not apply only to health-related behaviour changes!
The Holy Grail:
Behaviour change
14. Empowering patients and strengthening
self-management in cancer diseases
A meta-analysis of serious games for healthy lifestyle promotion (DeSmet et al, 2014)
• Meta-analysis of 54 studies on serious games for healthy lifestyle promotion; effects
remain heterogeneous
• Small positive effects on healthy lifestyles and their determinants
• Smaller but still significant effects on health outcome
• Long-term effects were maintained for all outcomes except for behaviour
A meta-analysis of serious games for improving knowledge and self-management in
young people with chronic conditions (Charlier et al 2015)
• Meta-analysis about 7 randomized controlled trials;
• in 6 studies significant improvement of knowledge of patients; 2 studies reported better
self-management
Meta-analyses on serious games in general (Wouters et al in 2013)
• Serious games were found to be more effective in terms of learning
and retention, but they were not more motivating than conventional
instruction methods
Literature reviewHealth gaming
15. SUGGESTION #3
Seek support in validating your solution with statistically
significant sample .. and Publish the results!
EXPLORE POSSIBILITIES OF APPLYING YOUR SOLUTIONS
IN OTHER DOMAINS
17. eHealth in EU
Current Status
Limited access to health records across borders (citizens and
professionals)
No secure infrastructure to exchange health data across borders to
advance research and personalised medicine.
Low integration of digital health tools with health & care services
• Only 18% of citizens have used health and care services provided online
without having to go to the hospital or doctor’s surgery, in the last 12 months.
These online tools / services were mostly used in Estonia, Finland (both 49%)
and were least used in Malta (6%).
18. EU eHealth Agenda 2017-
PILLAR 1
Citizens' secure access to
electronic health records and
the possibility to share health
data across borders
PILLAR 2
Connect, through a
decentralised European digital
infrastructure, different health
data sets accessible across
borders
PILLAR 3
Foster citizen empowerment
and person-centred care with
the use of digital tools at large
scale
19. Open Public Consultation Deadline 12 October 2017
• Transformation in Health and Care in
the Digital Single Market 20.7– 12.10
• Access to and use of personal data
concerning health
• Making use of personal data to advance
health research, disease prevention,
treatment and personalised medicine
• Promoting uptake of digital innovation to
support interaction between citizens and
health care providers
19
• https://ec.europa.eu/info/consultations/public-consultation-transformation-
health-and-care-digital-single-market_en
20. SUGGESTION #4
Engage as individuals and Society / network with policy makers
(nationally/EU wide)
Bring to the table the positive validated outcomes!
21. EU budget is on average 140 Billion €/year
Most of it is distributed back to EU Member States through
regional development, agricultural, social funds.
Some budget is administered centrally by EU administration
(European Commission) that runs specific 'Programmes' -
such as the Research and Innovation Programme, called -
Horizon 2020 (H2020) ~10,5 Billion €/year
EU Research & Innovation
Programme H2020
23. 1. Health, demographic change and wellbeing 7 472
2. Food security, sustainable agriculture and forestry, marine and
maritime and inland water research and the Bioeconomy
3 851
3. Secure, clean and efficient energy 5 931
4. Smart, green and integrated transport 6 339
5. Climate action, environment, resource efficiency and raw materials 3 081
6. Inclusive, innovative and reflective societies 1 310
7. Secure societies 1 695
~30 Billion €
24. Advancing active and healthy ageing
Integrated, sustainable, citizen-centred care
Improving health information, data exploitation and
providing an evidence base for health policies and regulation
Innovative treatments and technologies
Improving diagnosis
H2020 – SC1 7 Focus Areas
Effective health promotion, disease prevention,
preparedness and screening
Understanding health, ageing & disease
25. SME instrument
Concept &
Feasibility
Assessment
Innovation
R&D activities
Commercialisation
Phase 2Phase 1 Phase 3
Idea Market
• Feasibility of concept
• Risk assessment
• IP regime
• Partner search
• Design study
• Development,
prototype, testing
• Miniaturisation/design
• Clinical trials
• Etc.
• Facilitate access to
private finance
• Support via
networking , training,
coaching, knowledge
sharing,
dissemination
Lump sum:
~ 50.000 €
~ 6 months
EU funding: 1 to 5 M€
12 to 36 months
No direct
funding
26. Financing R&I (1)
• H2020 programme - Calls for proposals
http://ec.europa.eu/research/participants/portal/desktop/en
• Innovative Medicine Institute http://www.imi.europa.eu/
• Get in the site and type keywords of your interest.. see which topics are relevant
and when are the deadline to submit Research proposals
• Examples of current and past eHealth Projects
• https://ec.europa.eu/digital-single-market/en/programme-and-
projects/project-factsheets-ehealth
OR GET HELP --->
28. SUGGESTION #5
Explore the opportunities of EU programmes
- for research, for technological development and innovation
- for validating technology assessing benefits & impact
- for creating a network of excellence with peer
Seek to stay engaged in the intersection of
- doing something you are motivated and good at
- making people's live better
- feeling appreciated
30. • Game for children with cancer by Serious Games Solution
• Playable on smartphones with limited access to the internet (e.g.
usable in a hospital)
• Adaptive gameplay for players from 4 years old up to teenagers
• Shooter game where the child fight against its own cancer cells
• Support from friends and relatives through a strong social
component
• Main objectives
• Aid with psycho-emotional support
• Let the child focus on the right enemy, the cancer cells
• Let the child learn about its disease
• Raises the child’s acceptance of the treatment
iManager Cancer
Empowering patients and strengthening
31. Pegaso – Fit 4 Future - aims to promote
sustainable behaviours of teenagers for
healthy lifestyles.
A behaviour change platform targetting
teen agers in preventing obesity and related
comorbidities
• Games, Gamification and Cloud based
service offering
• Smartphone as central element and agent
for behaviour change + Sensors with a
modular approach
The PEGASO Health Companion
A gaming based three-fold approach
The PEGASO game: a 3D serious game
aimed at increasing nutritional
awareness and promoting physical
activity - motivational component
The PEGASO minigames: addressing
specific aspects of healthy behaviour –
educational component
The PEGASO gamified approach:
linking real world activity with online &
gaming applications – social
component
www.pegasof4f.eu
Pegaso –Fit 4 Future
32. CF patients &
relatives to support
self-management of
the pathology for
young and adult
patients.
Motivating game with a
good user experience
tailored to fit into the
daily routines and
lifestyles of its users.
co-design workshops
in different countries
& target groups
were conducted
A game for Cystic Fibrosis to promote healthy lifestyles and combine
patients’ empowerment, education and self-management
http://www.mycyfapp.eu/en/MyCyFAPP
33. • PERSSILAA aims to develop and validate a new service model
for older people, to screen for and prevent frailty:
focuses on nutrition, physical and cognitive function
is supported by an interoperable ICT service infrastructure,
utilises intelligent decision support systems and gamification to
increase motivation and adherence to the services and by
this to healthy behaviour
PERsonalized ICT Supported Services for Independent Living
and Active Aging
@perssilaa
www.perssilaa.eu
Perssilaa
34. Financing R&I (2)
• AAL: http://www.aal-europe.eu/
• EIT KIC on Healthy living and Active Ageing
•http://eit.europa.eu/eit-community/eit-health
EIB/EIF & regional funds
see Financing innovation in health and care workshop (Feb 2017)
http://ec.europa.eu/health/investment_plan/events/ev_20170227_en