Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare:...
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Transcript of Keynote speaker – Professor Pamela Kato: The games and gamification in revolutionizing healthcare:...
Games and Gamification
Revolutionizing Healthcare: Risks
and BenefitsPamela M. Kato, EdM, PhD
Owner, P. M. Kato Consulting
My BackgroundHarvard 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
GamingBooming 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
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 videogame 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 Subsyndromal 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!