monday 4 sander bille maribo medico
DESCRIPTION
TRANSCRIPT
Wearable Technology &
Mobile Health
Maribo Medico Sports & Health Science
Mobile Health
Users/Clients
Wearable Technology Digital tools
Gamification
Challenges of tomorrow
Possibilities
Patient Empowerment
Patient Empowerment 1.0
In the Patient Empowerment literature you are interested in making the
patient able to use their own resources with the goal that the patient can
take care of themselves.
Empowerment: An Idea Whose Time Has Come in Diabetes Education, Funnell, Martha M, et al, The
Diabetes Educator, 1991, vol. 17, no. 1:
Patient Self-management of Chronic Disease in Primary Care, Bodenheimer, Thomas, et al., American
Medical association, 2002, vol. 288, no. 19:
Patient Empowerment: Myths and misconceptions, Andersen, Robert M. & Funnell, Martha M., Patient
Eudcation and Counseling, 2010:
Strategi for IT-understøttelse af Patient Empowerment, Danske Regioner & RSI, marts 2011.
Patientempowerment – et nyt buzzword?, Mogensen, Torben, Tidsskrift for Dansk Sundhedsvæsen, 2012, 88.
årgang, nr. 8.
Possibilities
Patient Empowerment 2.0 = Mobile Health
Wearable Technology
ECG
Iphone ECG
Blodsugar
Iphone blodsugar
Blodpressure
Iphone blodpressure
Babyscale
Iphone babyscale
Sleep & Physical Activity
Actigraph monitoring solutions
The wireless wGT3X+
monitor, in conjunction with
the ActiLife analysis software,
delivers objective 24 hour
physical activity and
sleep/wake measurements
including raw acceleration,
activity counts, energy
expenditure, physical
activity intensity, body
position, and amount of
sleep
Smart Phones
29th of June 2007
Smart Phones
Our Solution
Smart Phones
Wearable Technology + Smart Phones =
Constant informations
Mobile Health
Will increased information flow increase
health?
How can the data be used to get people to be:
- Focused?
- Engaged?
- Motivated?
- Healthier?
Possibilities
Patient Empowerment 2.0 = Mobile Health
Users/Clients
Wearable Technology Digital tools
Gamification
Gamification
Gamification
Phenomenon in which game elements are added to things that are not games
Gamification
• 100 millioner in Europe plays computer games
• 97% of youngsters under 18 plays computer games
• 40% of all”Gamers” over 18 is women
• ¼ of all”Gamers” is over 50 years ”Reality is Broken - 2011”
”One day we will all be gamers”
– Rob Fahey (The Times 7. of july 2008)
Gamification
4 Pillars
• Clear goal– A goal that gives a sense of purpose to achieve
• Rules – Rules that encourages strategic thinking
• Feedback system – Immediate feedback on the process
• Voluntary participation - ensuring a safe experience with the option
to withdraw
Gamification
”During this kind of highly structured, self-motivated hard work, we
regularly achieve the greatest form of happiness available to human
beings: intense, optimistic engagement with the world around us. We feel
fully alive, full of potential and purpose – in other words, we are
completely activated as human beings.”
Mihály Csikszentmihályi – Scientist in Positive Psychology and author to
the book ”Flow: The Psychology of Optimal Experience”
Maribo Medico
"Maribo Medico aims to share knowledge and develop solutions that give
individuals the opportunity to choose a healthy and good life"
Maribo Medico
School Projects
Maribo Medico
Healthy aging
Mobile Health