Ayogo Mobile Gamification (mHealth Summit WIPJam)

36
Mobile Gaming for Better Health Leveraging mobile gaming to create immersive learning experiences and reinforce desired behaviors for health improvement. mHealth Summit December 2012 Michael Fergusson Ayogo Health

description

 

Transcript of Ayogo Mobile Gamification (mHealth Summit WIPJam)

Page 1: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Mobile Gaming for Better HealthLeveraging mobile gaming to create immersive learning experiences and reinforce desired behaviors for health improvement.

mHealth Summit December 2012Michael FergussonAyogo Health

Page 2: Ayogo Mobile Gamification (mHealth Summit WIPJam)

75 million adults in the U.S. use mobile phones for

health information

Cybercitizen Health and

Manhattan Research

Page 3: Ayogo Mobile Gamification (mHealth Summit WIPJam)

By 2016 there will be 173 million US mobile gamers

eMarketer Mobile, Social

Boost Online Gaming

Populations

Page 4: Ayogo Mobile Gamification (mHealth Summit WIPJam)

53% of smartphone owners play games daily on their

phone.

Nielsen Mobile Media

Report

Page 5: Ayogo Mobile Gamification (mHealth Summit WIPJam)

41% of Nigerian cellphones are smartphones.

1 in 5 Africa-wide.African Telcom News

Page 6: Ayogo Mobile Gamification (mHealth Summit WIPJam)

“If patient engagement were a drug, it would be the

blockbuster drug of the century and malpractice not to use it.”

Leonard Kish, a health IT

strategy consultant

Page 7: Ayogo Mobile Gamification (mHealth Summit WIPJam)

• Infographic from Kelly• Cost of noncompliance.

Page 8: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games and play psychology can be an important part of

the solution

Page 9: Ayogo Mobile Gamification (mHealth Summit WIPJam)

How?

Page 10: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games are Engagement

Engines

Page 11: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games are Context Management

Systems

Page 12: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 13: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games Captivate

Page 14: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games Motivate

Page 15: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Games Engage

Page 16: Ayogo Mobile Gamification (mHealth Summit WIPJam)

a mobile diabetes management game integrated with Facebook that encourages

healthy living

Page 17: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Mission metaphor turns adherence

into a social, healthy game

Page 18: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 19: Ayogo Mobile Gamification (mHealth Summit WIPJam)

“Social challenge” invitations

motivate behavior

Page 20: Ayogo Mobile Gamification (mHealth Summit WIPJam)

HealthSeeker

Some data-mined results:

• Users with more than 10 friends complete almost 5 times as many missions as others.

• Users who have used any of the social features have completed 3 times as many missions, and played the game 8 times as long as others.

• Users who have sent challenges complete 6 times as many missions as others.

Page 21: Ayogo Mobile Gamification (mHealth Summit WIPJam)

a mobile game for families living with childhood diabetes

Page 22: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Monster Manor

• Target audience: children with T1 diabetes, ages 6-14, and their families

• User Behaviour Goals: • Test blood glucose a minimum of 5 times a

day; • Report blood glucose in mobile tracking

tool

Page 23: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Monster Manor Objectives

Support children in managing their diabetesGive parents ease of mind that children are testing and logging while away from themGive parents and clinicians a mechanism to acknowledge and reward the children

An incentive economy

Page 24: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Our approach

• How virtual currencies work• Developing an incentive economy• Game play opportunities• Points and achievements • Social rewards

Page 25: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Respect the serious needs of the patient and caregiver

Page 26: Ayogo Mobile Gamification (mHealth Summit WIPJam)

While respecting the child

Page 27: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Who has “serious” needs, too

Page 28: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 29: Ayogo Mobile Gamification (mHealth Summit WIPJam)

…they’re immediately rewarded with a piñata

Page 30: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 31: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Smash piñatas, collect monster “ingredients”, combine to unlock new monsters…

Page 32: Ayogo Mobile Gamification (mHealth Summit WIPJam)

Immediate alerts come through SMS, email, or application alerts…

Page 33: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 34: Ayogo Mobile Gamification (mHealth Summit WIPJam)
Page 35: Ayogo Mobile Gamification (mHealth Summit WIPJam)

…and lets your kid be a kid!

Page 36: Ayogo Mobile Gamification (mHealth Summit WIPJam)

http://ayogo.com : @ayogohealth : [email protected]

Michael Fergusson: [email protected]

@fergussson

Thank You!