Healthcare Gamification
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Ancient Egyptian Hockey
6th Century India: Early version of chess is invented (Chaturanga)
China: Cuju (football) of the Han Dynasty 206 BsC- AD220
Timeless Gaming Activity
Gamification
what about a business context?
The use of game attributes to drive game-like player behavior in a non-game context with predictability
Game attributes game mechanics, game dynamics, game design
principles, gaming psychology, player journey, narratives, incentives, etc.
Game-like player behavior engagement, interaction, competition, collaboration,
awareness, learning, obsession, and/or any other observed player behavior during game play.
Non-game context work, education, health & fitness, sale & marketing,
community participation, civic engagement, volunteerism, goodwill, etc. (anything but a game).
Gamification
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Games of Numbers Gamification is a hot trends that is expected to grow Significantly over the next few years as companies seek to more fully engage their customer
What is Gamification
Using principles of gaming to help drive consumer behavior
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Game Mechanics
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Game Mechanics
Gamification
enterprise gamification market
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(in millions)
how big is this thing?
Gamification
$0
$500
$1,000
$1,500
$2,000
$2,500
$3,000
2011 2012 2013 2014 2015 2016
Industries are using Gamification
Gamification
Selected Game Mechanics as Utilized by Selected Industries
Industries are using Gamification
Gamification
Gamification Systems by Industry
Industries are using Gamification
Gamification
Targets of Gamified Systems
Game Mechanics used in Industries
Gamification
Targets of Gamified Systems
Systems are Applying Gamification System
Gamification
Targets of Gamified Systems
research
Gamification Top
Ten Trend for 2012
70% of Global 2000
organizations will have at least one gamified application by 2014.
50% of all social business initiatives will
include an enterprise gamification component.
50% of companies that manage
innovation and research will use gamification to drive innovation, by 2015.
how important is this thing?
Source - Deloitte: Tech Trends 2012: Elevate IT for Digital Business. Gamification. Doug Palmer, Aaron Patton. Gartner: Press Release Barcelona, Spain, November 9, 2011; Press Release Egham, UK, April 12, 2011. Constellation Research: Demystifying Enterprise Gamification for Business. R "Ray" Wang.
Gamification
fun facts
53% male and 47% female
women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)
average player age is: 30
25% of population is over 50
social games outpace competitive games by 3:1
who plays?
Source: Entertainment Software Association: The 2012 Essential Facts About the Computer and Video Game Industry
Gamification
badgeville’s client successes
53% male and 47% female
women 18 or older represent a greater portion of the game-playing population (30%) than boys 17 or younger (18%)
average player age is: 30 25% of population is over 50
social games outpace competitive games by 3:1
500% increase in comments 140% increase in time spent
on site 60% increase in employee
engagement
what are the results?
Source: Badgeville: http://badgeville.com/solutions/employee-facing
Gamification
MDA, or Mechanics-Dynamics-Aesthetics, framework.
Gamification -MDA
Mechanics
• Progression
• Chance / Randomizer
• Physics & Activities
• Shell Game
• Modifier
• Scheduling
Dynamics
• Rewards
• Status
• Achievements
• Self Expression
• Competition
• Altruism
Aesthetics • Sensation
• Fantasy
• Narrative
• Challenge
• Fellowship
• Discovery
• Expression
• Submission
Mechanics describes the particular components of the game, at the level of data representation and algorithms
Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system.
Dynamics describes the run-time behavior of the mechanics acting on player inputs and each others outputs over time.
GAME
MECHANICS
SOCIAL
MECHANICS REPUTATION
MECHANICS
Drive, measure, & reward
high value behaviors
with smart gamification
Socialize, recommend,
and notify users about
contextually rich behaviors
Elevate user status across
all your communities
of engagement
what about engagement?
engagement mechanics
Gamification
what about engagement?
elements and tools of gamification
Gamification
KILLERS Defined by: A focus on winning, rank and direct P2P competition.
Engaged by: Leaderboards, Ranking, Competition, Power
SOCIALITES Defined by: A focus on socializing and a drive to develop a network of friends and contacts. Engaged by: Info-feeds, Friends, Chat, Relationships
EXPLORERS Defined by: A focus on exploring and a drive to discover the unknown. Engaged by: Discovery, Obtaining Knowledge
ACHIEVERS Defined by: A focus on attaining status and achieving preset goals quickly and/or preset goals. Engaged by: Achievements, Pursuit of Excellence
Source: Richard Bartle’s 4-Player Classifications.
Gamification Personality Types
Benefits of Gamification
Source Work Game
Anatomy Mid To Low High
Collaboration Yes yes
Failure Forbidden, Punished , Don’t talk about it Expected , Encouraged, Spectacular, Brag about it
Feedback Once a Year Constantly
Goals Contradictory, vague Clear
Information Too much and not enough Right amount at the right Time
Narrative Only if ur Lucky Yes
Path To Mystery Unclear Clear
Obstacles Accidental On Purpose
Promotion Hard work & Reputation / String pulling Meritocracy
Rules Unclear, In transparent Clear, Transparent
Speed/Risk Low High
Status of User Hidden Transparent, Timely
Tasks Repetitive , Dull Reparative , Fun
Gamification Pros & Cons
Gamification
Gamification Facts
Gamification
Gamification Facts
Source: Gamification Corp.
According to the U.S. Census Bureau, in US, the millennials of Generation Y is comprised of 100 million people (under the age of 18-37) and is estimated to reach 88.5 million by 2020. These numbers are not just unique to the US and in reality, millennials have started playing a crucial and influential role on rebuilding civic life, workplace, and education around the world. What’s most significant about millennials, is that their beliefs vary significantly from the baby boomers of generation X.
Gamification
Future of Gamification The future is bright. From healthcare to the financial market, government, training and education and the list goes on (and on). Let’s not forget that gamification also takes on other forms such as customer loyalty programs, advertising and business-related gaming.
Source: Gamification Corp.
The beliefs of Generation Y will soon permeate the entire workforce and dictate how it will be run. A Pew study described millennials with these following traits that everyone needs to consider: • 43% of Millennials play social games on internet • Nearly 100% are digitally connected & they build
their own social environment; they are also coined as “Digital Natives”
• They are outcome driven and are not process and multitasking extraordinaires
• They are focused on extrinsic life goals and less concerned for others or civic engagement
• Overly self-confident, entitlement, and self-absorbed are common personality traits
The driving factors of engagement will have to include intelligent responses and civic learning that isn’t limited to mere purposive solution or engagement. Gamification needs to comprehend and embrace the millennial trend in the industry approach.
Gamification
Future of Gamification
Gamification – Functional Engagement Program Design
PREPARATORY STAGE STAGE 1 STAGE 2 STAGE 3 Program Design and Business
Model Workshop Business Process and Requirement Design
Gamification Roadmap and Product Selection
OBJECTIVES
Preparatory Stage - Prerequisites
METHODOLOGY
DELIVERAVLES
• Setting expectations • Describing Tools and
Checklists • Clarify Question and how
they are administrated.
• Define Program- Standalone/coalition
• Benefits of Program Type • Design Business Mode • Redemption Strategy • Multi Channel promotion &
Analytics • Customer Performance Analytics • Customer Satisfaction
• Design Detail business process for Entire program Setting expectations
• Design Detail business Requirement for Running Gamification program
• Design Gamification Roadmap
• Handover Requirements • Handover Processes and
Roadmap to Product vendor
• Product Selection Process
• Conducting workshop • Explaining timelines and
critical success factors
• Conducting workshop with leadership teams
• Conducting workshops with function heads
• Benchmarking to industry standards
• Data collected through workshop translated to business processes
• Design requirements documents using global best practices
• Prioritizing the Program features to launched in phased manner
• Product Select based on feature – product best fit.
Questionnaire Business Model and Feature Outline
Process Diagram with Meta data
Roadmap Sheet
STAGE AND DESCRIPTION
ERP SYSTEM
Promotion Master
Customer Data
Enterprise Systems
Badge Management
User management
Rules Management
Rewards Points
Gaming Layer
Program
Management
Member
Communication
Analytics
Data Warehouse
Insight on employee Behavior
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Infl
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Interaction Point
• Online
• In Office
Employee Touch Point
Communication
Channel
• Mails
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1
2
3
5
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Define the program rules send it to Customer touch point
Customer Complete the Task
Customer/ Employee Earn Badges and Rewards Points
Display Customer achievement On Leaderboard
Communicate with Customer On multiple channel
Sharing Customer achievement on social network to help corporate image
Social Network
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Gamification Architecture
Gamification - Ecosystem
Data Management & Risk Modeling
Labs, Diagnostic center, CRO
Health Lifestyle Companies
Firms/ Patient
Healthcare Product Market
Social Networking
Sites
Insurance/ Finance Provider
Health care Providers
Gamification
Ecosystem
Gamification - Example
Gamification - Example
Gamification Use Case
Applying gamification to healthcare and fitness is more common that expected. A recent wave of fitness applications and devices to monitor activities indicates of where gamification will go for the fitness sector. But also the healthcare sector can profit from gamification, as any improvement in a patients healing, or prevention of falling sick, can bring down costs. The following article introduces
a wide variety of concepts where gamification has been applied.
Helping people understand when to take and how much of their prescription is the goal of the smartphone app. When the player follows the schedule with taking medications and supplements, the application rewards points with. By walking, running and other physical exercises teenagers can earn “point“ and redeem them for toys or gift cards. An accelerometer clipped to the pants monitors the activities. Via USB port the data can then be uploaded and be compared via rankings. The game gives clear goals and sets the steps of what do to achieve them. “diabetes monster” an app regulate the patient by doing the required, regular tasks help diabetes patients in a more playful way to keep the blood glucose under control.
Gamification Use Case
• Absolute Milestones
• Lack of Progression or Competition
• Lack of Motivation
• No Feedback mechanism
• Lack of Reward & Recognition
Drawback of Traditional Healthcare & Wellness program
Gamification Use Case
• Onboarding Experience
• Improved Engagement By Reward
• Leaderboard
• Define Mission / Challenge a Buddy
• Sharing Success Stories
• Monetize Activities
• Serious games for wellbeing
• Games and Virtual environments for cognitive stimulation and rehabilitation
• Ubiquitous interactive designs that promote social inclusion of elderly and people
with cognitive disabilities
• Ubiquitous games that observe and promote health
Advantage of Gamified Healthcare & Wellness program
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