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7/31/2019 0_Mobile Technology to Keep Us Well
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Mobile Technology to Get Us
Healthy and Keep Us Well
Alex Gerwer
Principal PartnerAKN
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The White House: Getting Us Moving
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RWJF: Technology to Get Us Moving
Ruckus Nation
A competition to find
product ideas to
increase physical activity in
11 14 year-old kids
Cosponsored by the Pioneer Portfolio of the
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Robert Wood Johnson Foundations Health Games Research initiative
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Mobility + Gaming +Social Networking
Click on the titles for full texts.
4
http://www.economist.com/node/21541164http://jama.ama-assn.org/content/early/2011/03/25/jama.2011.408.extracthttp://blogs.wsj.com/venturecapital/2011/06/03/beyond-farmville-social-games-to-improve-health/http://www.fastcompany.com/magazine/162/health-industry-smartphones-tablets7/31/2019 0_Mobile Technology to Keep Us Well
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Benefits of Telehealth
Increased access to healthcare andhealth-related information, particularly forhard-to-reach populations
Improved ability to diagnose and trackdiseases
Timelier, more actionable public health
information Expanded access to ongoing medical
education and training for health workers
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Target Markets for Telehealth
6
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Consumers Welcome mHealth
Consumers believe that within the next three yearsmobile health will improve the convenience (46%),
cost (52%), and quality (48%) of their healthcare.
Consumers expect that mhealth will change the way
in which chronic conditions (48%), their medication
(48%), and their overall health (49%) are managed.
The top three reasons why consumers want to use
mHealth are: to have more convenient access totheir doctor or healthcare provider (46%), to reduce
out-of-pocket healthcare costs (43%), and to take
greater control over their health (32%).
7Source: Price Waterhouse Coopers; Emerging mHealth: Paths for Growth; 2012
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Technology in mHealth Applications
Source: Vital Wave Consulting8
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The Evolution of a Convergence
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1980 1989 2004
1997 2003
2008
160 x 144 pixels
640x960 pixels
Interactive Portable Connected
Gaming Mobility Social Networking
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Mobile Health Games: A Perfect Storm
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Mobility
Social
Networks
Gaming
Wellness
Fitness
Health
Games for Health
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Why Mobile Health Games Now?
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Who Cares and Why?
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A Solution to Our Healthcare Crisis:
A Unique Collaboration
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Mobile Health Games
What each component does: Mobile: anywhere, anytime
Social Networking: motivation, support
Gaming: engagement through interaction
Sectors
Exercise: physical activity
Eating: diet
Cognitive intervention
Disease management
Corporate wellness and fitness14
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Types of Cognitive Mobile Health
Games
Pain management
Medication adherence
Memory enhancement Addiction treatment
Eating
Drug addiction Alcoholism
Smoking
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An Emerging Ecosystem
SELF-HELPCONSUMERWELLNESS
EMPLOYEEWELLNESS
BRAINGAMES
DISEASEMANAGEMENT
MEDADHERENCE
ADDICTIONRELAPSE
W E L L N E S S
C H R O N I C D I S E A S E
Source: Barbara Feldman 16
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What is a Serious Game?
A game-based activity that leads the user to obtain:- New knowledge on a serious topic (educate)- Positive changes in behavior (modify behavior)
Research and development of serious games arepredominantly routed in the history and theory of Edu-Gaming.
The ultimate goal of a serious game is to:- Be as engaging as a main-stream leisure game- Lead to new skill set or individual knowledge development- Reinforce new behavior beyond the point of game play
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Learning
Serious Games for Health: Cognitive
Jetset
Silverbackers
Freedom
eSmart
TopDoc
BrainAge
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Serious Games for Health: Cognitive
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Hospital patients areparticularly amenable tochanging their behaviour toimprove their health
Examples of the success ofhospital interactiveeducational systems include: Diabetes
(http://spectrum.diabetesjournals.org/content/14/2/99.full)
Stoma management(http://www.springerlink.com/content/20hn3v141j7231pr/)
http://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://www.springerlink.com/content/20hn3v141j7231pr/http://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.fullhttp://spectrum.diabetesjournals.org/content/14/2/99.full7/31/2019 0_Mobile Technology to Keep Us Well
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Boy genius Murphy discovers a world Tween
He brings in favorite foods and activities
Junk food and sedentary activities become
pervasive Creatures become unhealthy
Murphy enlists the student to help him:
Adopt a creature
Bring it back to health
Learn why the food and activities make it
unhealthy
Learn how to keep the creature healthy
Set own (student) goals for the real world20
Serious Games for Health: Cognitive
Tween
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Virtual Reality Serious Games for Pain
Management: Snow World (2008)
Game has proven to be very effective in
reducing pain in burns victims Used during and after treatment
Has been evidence-based through MRI
studies in 2010
Problems:- In hospital use only at present. Home
Virtual Reality systems still expensive.
- Repeated means may lead to decline in
therapy outcome over time.
21
Serious Games for Health: Cognitive
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Games for Mental Health:- ReachOut Central! (aka ROC) &Second Life
These modalities claim to assistyouth aged 12-25 with depression,
anxiety and social fearfulness.
ROC is set in a soap opera settingwith you being the central characterlearning how to adjust to a seriousof social problems most youth areoften faced with.
http://www.reachoutcentral.com.au/
Second Life is a Virtual World thatdoes have virtual therapists (!?)
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Serious Games for Health: Cognitive
http://www.reachoutcentral.com.au/http://www.reachoutcentral.com.au/7/31/2019 0_Mobile Technology to Keep Us Well
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Journey to the Wild Divine(Biofeedback gaming for ADHDAmon & Campbell, 2008)
Scientifically tested over 4 years at
Sydney University with ADHD children.- Found to increase attention- Improve memory recall- Promote self-calming- Translate to behaviour improvementwithout the game being played!
As seen on the7:30 Report June, 2008http://www.abc.net.au/7.30/content/2007/s2265178.htm
Biofeedback Games have been found to increase learning and attention.
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Serious Games for Health: Cognitive
http://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htmhttp://www.abc.net.au/7.30/content/2007/s2265178.htm7/31/2019 0_Mobile Technology to Keep Us Well
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Serious Games for Health: Cognitive
Games for Cancer Kids:
Re-Mission (2006) by HopeLabs
Aims to reduce fear and give
empowerment to kids undergoingCancer Treatment.
Study in 2006 found the game did
more than empower kids!
http://www.abc.net.au/tv/goodgame/stories/s2067977.htm
Problem:
- Medical Trial Testing
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7 cancers
19 patients 20 levels
Power Lies Within
Roxxi the nanobot battles cancer
in the bodies of teens
http://www.abc.net.au/tv/goodgame/stories/s2067977.htmhttp://www.abc.net.au/tv/goodgame/stories/s2067977.htmhttp://www.abc.net.au/tv/goodgame/stories/s2067977.htmhttp://www.abc.net.au/tv/goodgame/stories/s2067977.htm7/31/2019 0_Mobile Technology to Keep Us Well
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Knowledge
Treatmentadherence
Emotion/
Motivation
Re-Mission Attitudes StudyJennifer Aaker, Ph.D., Stanford University
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Serious Games for Health: Cognitive
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Interactive play Passive exposure
Caudate
Thalamus
Hippocampus
Caudate
Thalamus
Hippocampus
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Serious Games for Health: Cognitive
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Cancer Knowledge
Baseline Follow-upInter
vention-targeted
knowledge(%
correct)
Control
Re-Mission
55
60
65
70
Self-Efficacy
Ca
ncer-specificself-efficacy(1-7scale)
5.6
5.8
6.0
6.2
Baseline Follow-up
Control
Re-Mission
p= .034 p= .027
28
0
10
20
30
40
TotalMEMSCapEvents
C
ontrol
Antibiotics
p= .008
Plasma6MP(log10)
Control
Re-Mission
Chemotherapy: Oral 6MP
p= .002
3.2
3.4
3.6
3.8
Baseline Follow-upIn press, Pediatrics
Re-Mission Outcomes StudyRCT34 hospitals, 374 AYA with cancer
Serious Games for Health: Cognitive
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Serious Games for Health: Diet
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Mindless Eating
Challenge
OrderUp! PickChow!
You are what you eat.
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Serious Games for Health: Addiction
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Thank you for not smoking.
Nicot My Stop
Smoking Coach
Lit
Rush
Lit
Relaxed
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Games For Health: Disease Management
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Health games?
Allergies Attack Colorfall Peggle
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Games for Health: Exercise
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Lifestyle?
TextJab My Happy Planet
Can Exercise Games Increase Energy
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Can Exercise Games Increase Energy
Expenditure Enough to Impact Fitness
and Obesity?
Wii FitWii SportsEA Sports ActiveSony EyetoyPS2 DDRRockband
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TRSResults
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TRSResults
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TRSResults
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Presence impacts motivation to play
Presence is the failure to perceive technological mediation
the feeling of being there
Presence predicts motivation to play a game, andmotivation predicts play
(Ryan et al., 2006)
Presence has been found to increase energy expended
during exergame play
(Ijsselsteijn et al., 2006)
Gaming Added to Traditional Exercise
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Video game activity levels, in METs
Vigorous
Moderate
Light
Sedentary
Lyons, E.J., Tate, D.F., Erickson, K.E., Vaughn, A., & Ward, D.S. (2008). Energy expenditure during Wii Sports minigames in overweight children: comparing data parameterselection. Presented at the Obesity Society Annual National Meeting, October 3-7, Phoenix, AZ.
Includes: Borusiak, 2007; Graves, 2007; Lanningham-Foster, 2006; Maddison, 2007; Sell, 2008; Straker, 2007; Unnithan, 2006; Wang, 2006
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Exergaming can increase energyexpenditure to a level that isconsidered at least moderateintensity.
The level of energy expenditure
varies, with boxing related gamestending to increase energyexpenditure the most.
Long term efficacy of exergames toreduce the prevalence of obesitystill remains to be seen
The continual development of newexciting games that increase energyexpenditure is crucial if exergamingwill have any long term impacts.
Conclusions
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Family Fit Zone
Insurance-covered 7-wk program
Started in 2005
Positive results from pilot studies
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The Future: Sensors, Data & Analytics
Source: Barbara Feldman 62
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Thank You
Alex Gerwer
(562)726-4256www.linkedin.com/pub/1/264/32b
http://www.linkedin.com/pub/1/264/32bhttp://www.linkedin.com/pub/1/264/32b