gamification - the next level of healthcare?
TRANSCRIPT
GAMIFICATION, THE NEXT LEVEL OF HEALTHCARE?
GAMIFICATION, THE NEXT LEVEL OF HEALTHCARE?
What is gamification?
It’s more than likely that you’ve heard the word “gamification” thrown around in recent
years, and if you’re not sure what it is then here's a quick definition. Gamification is the
idea of turning usually ordinary and mundane tasks and instead making them more
interactive and fun to complete, through the use of elements which are most commonly
associated with gaming.
So what are these elements of gamification you ask? 15-year gamification expert Yu Kai
Chou listed 8 as shown below, see if you can relate the elements to any games you've
played in the past or present;
1. Meaning and calling is the Core Drive where a player believes that he is doing
something greater than himself or he was “chosen” to do something.
2. Development and accomplishment is the internal drive of making progress,
developing skills, and eventually overcoming challenges.
3. Empowerment of creativity and feedback is when users are engaged in a
creative process where they have to repeatedly figure things out and try different
combinations. People not only need ways to express their creativity, but they
need to be able to see the results of their creativity, receive feedback, and
respond in turn.
4. Ownership and possession is the drive where users are motivated because they
feel like they own something. When a player feels ownership, they innately want
to make what they own better and own even more.
GAMIFICATION, THE NEXT LEVEL OF HEALTHCARE?
5. Social influence and relatedness, this incorporates all the social elements that
drive people, including: mentorship, acceptance, social responses,
companionship, as well as competition and envy. So essentially when you see a
friend that is amazing at a skill or owns something extraordinary, you become
driven to reach the same level.
6. Scarcity and impatience is the drive of wanting something because you can’t
have it. Many games have Appointment Dynamics within them (come back 2
hours later to get your reward) – the fact that people can’t get something right
now motivates them to think about it all day long.
7. Curiosity and unpredictability is a harmless drive of wanting to find out what
will happen next. If you don’t know what’s going to happen, your brain is
engaged and you think about it often.
8. Loss and avoidance is playing upon people feeling like if they didn’t act
immediately, they would lose the opportunity to act forever.
So why is gamification being talked about?
The reason why gamification has been so successful is due the inclusion of instant
gratification and rewards which are so fiercely craved by human nature. Essentially
gamification plays on the innate human need for instant approval and the desire to be
rewarded for completing tasks. Companies within the last 5 years have been tailoring
their offerings to include the concept of gamification within their products, to increase
consumer retention and participation rates for both on and offline activities. The most
common rewards which are provided by gamification are online in the form of points,
virtual badges, awards and trophies. Once consumers start completing a task, which
could be sending out a referral link to a website, or completing their account with up-to-
date credentials, an award could be received by the user to signify their completion of
the task. This is often the stepping stone which creates the desire to collect as many of
these awards as possible and so users continue to interact and engage with the website
for far longer than they usually would, which is increasingly important in an online world
where distractions are rife and online competition is fierce.
The Entertainment Software Association have stated that:
97% of youth play computer and video games
69% of all heads of households play computer and video games
40% of all gamers are women
1 out of 4 gamers are over the age of 50
The average player is 35 years old and has been playing for 12 years
Most gamers expect to continue playing games for the rest of their lives
GAMIFICATION, THE NEXT LEVEL OF HEALTHCARE?
So if you consider from these statistics just how large the market is, you can see that we
are almost segregating a vast wealth of time, cognitive effort and energy away from
society. Some companies have tried and succeeded in driving this effort back into
productive means, for example the University of Washington created a game called
FoldIt. This was an online collaborative puzzle game which revolved around discovering
the architecture of proteins within a structure, specifically within the M-PMV AIDS
causing virus. This game allowed users to compete to find an archetype which matched
the specification provided by a scientific researcher. The game amassed over 240,000
“players”, and resulted in a solution for the structure M-PMV in just ten days. What’s
interesting to note is that some of the top scientific researchers and PhD students around
the world had been trying to decipher this protein structure for over 15 years. Somehow
now it’s not too far fetched to envisage a game developer receiving a future Nobel Prize
is it?
Gamification in healthcare
This cultural phenomenon is raising eyebrows from all industries, and one of the most
active industries to get involved in recent years is healthcare. For any Samsung
consumers, you will likely be familiar with SHealth which is an app which Samsung have
started distributing as standard with their mobile phones and tablets. Although primarily
an app which was created to track your exercise habits, SHealth has since expanded to
track sleep, diet, heart rate, stress and even the concentration of oxygen within your
blood. SHealth uses notifications to retain the user’s participation in addition to
implementing a badge and reward system which results in users obtaining a shiny medal
or trophy for completing 60 minutes of exercise per day, in order to incentivize healthy
habits.
Plant Nanny is a game developed by FourDesire with the intention of aiding those who
struggle to get their recommended 2-3 litres of water per day. It uses the concept of a
flower which gets watered every time you register that you drink a glass of water,
starting off with your level 1 Dandelion until you have a beautiful blossoming plant. With
over 3,000,000 downloads, Plant Nanny seems to be tackling an issue for many members
of society, in a very effective way.
Is gamification the future of healthcare?
In what is increasingly becoming the most relevant medium of the 21st century, the
future could consist of games which aim to address and treat depression, anxiety, obesity
and attention deficit disorder. Games could be used to help to reduce health
complications or even to be as simple as to feel more engaged and socially connected
for the elderly population, this cultural phenomenon could quite literally be the next
level of patient engagement.
More than 174 million Americans are gamers, and the average young person in the
United States will spend ten thousand hours gaming by the age of twenty-one. Could this
GAMIFICATION, THE NEXT LEVEL OF HEALTHCARE?
massive market be used to aid in awareness, prevention or even treatment of some
health issues?
http://www.idrmedical.com/gamification-next-level-healthcare/
IDR Medical is an international healthcare marketing consultancy and a trusted advisor to the
world’s leading medical device and pharmaceutical companies. We work on a wide variety of
projects spanning the health spectrum using our distinct capabilities that integrate market
research, business analysis and strategic problem solving.
Please don’t hesitate to
contact us