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

    1

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    2

    The White House: Getting Us Moving

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    3

    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

    3

    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-tablets
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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

    55

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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

    9

    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

    10

    Mobility

    Social

    Networks

    Gaming

    Wellness

    Fitness

    Health

    Games for Health

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    Why Mobile Health Games Now?

    11

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    Who Cares and Why?

    12

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    A Solution to Our Healthcare Crisis:

    A Unique Collaboration

    13

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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

    15

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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

    17

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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

    19

    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.full
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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 (!?)

    22

    Serious Games for Health: Cognitive

    http://www.reachoutcentral.com.au/http://www.reachoutcentral.com.au/
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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.

    23

    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.htm
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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

    24

    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.htm
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    Knowledge

    Treatmentadherence

    Emotion/

    Motivation

    Re-Mission Attitudes StudyJennifer Aaker, Ph.D., Stanford University

    Serious Games for Health: Cognitive

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    Serious Games for Health: Cognitive

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    Interactive play Passive exposure

    Caudate

    Thalamus

    Hippocampus

    Caudate

    Thalamus

    Hippocampus

    27

    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

    28

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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

    30

    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

    36

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    TRSResults

    37

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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

    43

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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

    59

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    Family Fit Zone

    Insurance-covered 7-wk program

    Started in 2005

    Positive results from pilot studies

    60

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    The Future: Sensors, Data & Analytics

    Source: Barbara Feldman 62

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    Thank You

    Alex Gerwer

    [email protected]

    (562)726-4256www.linkedin.com/pub/1/264/32b

    http://www.linkedin.com/pub/1/264/32bhttp://www.linkedin.com/pub/1/264/32b