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Trend intro Facts about the trend Challenges Opportunities
An estimated 50% of patients with chronic
diseases do not follow the prescribed
treatment. (Forbes, Dr.B.Meskó, 2014)
85% of the tasks in our daily lives will
include game elements by 2020. (Electrical
and Electronics Engineers 2014)
Packy and Marlon, a game designed to help
kids better manage their juvenile diabetes,
lead to a 77% reduction in the players’
diabetes related urgent care and
emergency clinical visits.
(edisonpartners.com)
Pain Squad a smartphone app for pain
management, helped increase self-
reporting of symptoms by young cancer
patients from 11% to 90%. (MobileSmith,
Inc. 2014)
Creating a real understanding of
what motivates your desired
audience and keeps them
interested.
Violations of Federal patient privacy
regulations
Players’ personal data protection.
Can users make meaningful
choices? Are they challenged? Are
they in control? Who’s playing?
Who’s collaborating? To whom will
users display their status?
Keeping in mind the different needs
and baselines of different kinds of
users.
Findings support current efforts to
develop effective gamified
intervention for education and
training in health care.
Gamification makes interactions with
patients more effective and also helps
provide tangible, engaging and
motivating feedback.
Gamified health tracking
creates an environment
that keeps the patient
from straying from the
appropriate therapy path.
Motivating factors include status as well
as public display of achievements and
accomplishments.
Data is collected and analyzed to
improve and enhance interactions
between the gamified program and the
user.
Also used in some telehealth programs to
educate patients, health workers
and the general populace
in remote and rural areas.
FUN = ENGAGING
Trend 6

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