PERGAMON EU Workshop 3 - Games for Health UK
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Transcript of PERGAMON EU Workshop 3 - Games for Health UK
PERvasive serious GAMes suppOrted by virtual coachiNg
G4H conference - Workshop
21st of July
Adolescents with Type 1 diabetes
Brain
Muscles
Food
Body
Brain
Muscles
Insulin
Protein
Fat
Carbohydrates Glucose
Energy supply
Glucose Glucose Energy Glucose Energy
Insuline
Carbohydrates
Insulin
Carbohydrates
Normal
Insulin
Glucose Energy Carbohydrates Glucose Glucose
Diabetes type 1
Energy Carbohydrates
Diabetes type 1
Glucose Energy Carbohydrates Glucose Glucose
Diabetes type 2
Energy
Insuline Insulin
Carbohydrates
Diabetes type 2
2 times a day
2x Insulin Mixture (% Short acting / % Long acting)
4 times a day
3x Short acting Insulin + 1x Long acting Insulin
Continuously
Short acting Insulin in an Insulin pump
Insulin injections
Diet
Life style
Sport
Alcohol
Excercise
Disease
Emotions
Education
Treatment
• Self-management
• Knowledge
• Targets and goals
• Priorities
Conclusions
Introduction to Tako Game
The problem
• Motivate young people with diabetes to take self-care seriously and make appropriate self-care decisions independently
Change of behaviour
Treatment adherence
13
The solution: Tako Game
A serious game as a motivator to complete goals in the Care Plan…
… and a virtual coach offering personalized feedback
virtual coach
Care Plan
Sensor network
game
…connected to a network of sensor devices…
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Engage users to support them in self-managing their chronic
condition
Engagement and fun: at the core
there is a game and a gamified
approach that motivates
adolescents to perform the activities
needed to manage diabetes
Utilities: help perform routine activities
linking them to the game
Blood glucose monitoring
Physical activity monitoring
Sharing with family and medical
staff
The objective of Tako Game
The game
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Objective of the adventure game: to retrieve a sacred object stolen from the temple of
Takos (small squids in Japanese).
To progress in the game players must:
• Use their knowledge of basics of blood glucose management
• Adopt behaviour in real life compliant with those principles.
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Activities in real life are monitored by a glucometer and a pedometer connected to the gamification platform. Goals achieved are rewarded by points, that can be spent to progress in the game
Game + gamification
virtual coach
gamification
Sensor network
game
Grifo multimedia • gamification platform • main adventure game • 2 mini-games
AiSolve: 5 mini-games
AiSolve
University of Twente
Coventry University: supervision of the game
ZGV hospital: usability test
Partners
Demonstration of PERGAMON framework
Break
Demonstration of PERGAMON framework
Usability research
Objectives
Piloting and evaluating the PERGAMON framework technology to test and analyze its performance and propose possible improvements to maximize its adequacy.
Task 5.1: Preparation of the pilot testing (leader ZVG)
Task 5.2: Pilot testing development (leader ZVG)
Task 5.3: Analysis of results and improvement to the PERGAMON technology framework (leader COVUNI)
Study population (1)
• A number of 30-50 patients will be involved.
• Inclusion criteria are:
– Diagnosis of Type 1 diabetes for at least six months
– > 12 and < 18 years old
– Written informed consent provided by adolescents and one of their parents/legal guardians.
Study population (2) – A reasonable understanding of the Dutch
– Access to a smartphone with an internet/data connection.
• Participants will be gender balanced and come from mixed socio-economical backgrounds.
Mixed methodology
• Self-report questionnaires (e.g., sociodemographic, PAID, SUS)
• Observation of the use of the serious pervasive game (collection of user stories)
• Structured user interview
• Focus group
Procedure
• Approaching participants, obtaining informed consent.
- ZGV will approach 30-50 patients (convenience sample)
- Written detailed information and informed consent will be
sent to the patients and families
- ZGV will ask parents/guardians and patients to sign the
informed consent and collect it before testing takes place
‘In situ’ testing
• PERGAMON game components will be tested ‘in situ’ for 15-20 minutes
• During the one hour ‘in situ’ visit patients will: - Receive general explanation of the PERGAMON project
- Receive general explanation of the PERGAMON components
- Receive specific explanation of pilot study testing
- Play the PERGAMON game components for 15-20 minutes
Testing at home
• PERGAMON framework technology will be tested at home for six/eight weeks
• After this period patients are invited to the ZGV to complete questionnaires (PAID, SUS) and tell about on their user experiences
• Participants will be invited for a focus group
Outcomes
• The prototype will be tested in several ways: – Ease of use; understanding game dynamics
– Emotional impact
– Social dimension
– Support of self-management; motivation for change
Analysis • Data from questionnaires will be collected and
analysed
• Quantitative descriptive analysis will be made using SPSS software
• Explorative approach for qualitative data
• The final report of results will contain outputs for the PERGAMON system changes
Ethics
• METC – UMC Utrecht; declaration that research does not fall under the Medical Research Involving Human Subjects Act
• Research is locally tested by ZGV and COVUNI to receive research declaration
Business opportunities
Gamification in Healthcare: Trend
0
2
4
6
8
10
12
14
2017 2018 2019 2020
Global Gamification Market: $10 Billion in 2020, with a CAGR of 42.4% Source: Mind Commerce
Market segmentation
9%
21%
15% 7%
13%
7%
19%
9% PharmaceuticalsHealth & WellnessEducationInsurance & FinancialRetailConsumer GoodsEntertainmentOther
Pharma, Health & Wellness and Education cover 45% of the whole market.
mHealth market segmentation
65%
16%
6% 3% 2%
8% Monitoring
Treatment
Health PractitionerSupportWellness
Source: PwC and GSMA, Touching lives through mobile health; Assessment of the global market opportunity, February 2012.
Monitoring and Treatment cover 81% of the whole mHealth market.
PERGAMON vs competitors
PERGAMON USPs:
• Seamlessly interconnected app (physical activity + dietary/medical intake + virtual practice)
• Adaptive and responsive system
• Gamified and contextual support system
ALL THINGS combined together in a gamification platform that offers modular backend framework that helps to build personalised user experience.
Business scenarios
1. Tako Game application for diabetes – B2B
1. Perfect enterprise solution for medical, insurance and device manufacturing firms.
3. Offers seamless integration of:
2. PERGAMON general framework – B2B
1. Application to other chronic diseases
2. Application to contexts other than health (e.g. corporate?)
TAKO GAME B2B2C model
Final users: Patients
• Reached through: – Healthcare providers
– Pharma companies & medical device vendors
– Insurance companies
– Publishing companies
• Support adolescents in self-management of diabetes
You
ng
dia
bet
ic p
atie
nts
Business channels to reach the patients
Pu
blis
hin
g co
mp
anie
s
• Join a partnership to enlarge their content offer, providing an innovative digital framework for their contents
Hea
lth
care
pro
vid
ers
• Improve the effectiveness of treatment, reduction of costs
Ph
arm
aceu
tica
l co
mp
anie
s • Foster
customer loyalty in a “value-based” reimbursement model
Hea
lth
Insu
ran
ce c
om
pan
ies • Improve
customer satisfaction by offering a useful, validated service, and reduce costs due to complications and hospital admissions
TAKO GAME B2B2C model
Software as a Service (SaaS)
- Set up fee for basic configuration (gamification platform +
games + sensor app + virtual coach)
- Monthly fee per user
- Fee for development of extra games to embed in the
framework
Ideas on how to overcome the barriers?
Lack of security and standards
Difficult discoverability
Resistance from healthcare providers
Solution costs
Regulations
Clinical studies
Mobile and wearable devices penetration
Patient-centred care demand
Technology innovation
Barriers Hygiene factors Opportunities
Source: «mHealth App Developer Economics 2014» report
Discussion
• The PERGAMON framework is unique in its approach.
• The PERGAMON framework could be fruitful for other patient groups.
• Without scientific evidence I would not advise PERGAMON to my patients.
Discussion
• Every eHealth/mHealth application should be scientifically evaluated.
• Involvement of (mental) health care specialists is an important success factor in the implementation of eHealth/mHealth.
• There should be a quality assessment for eHealth/mHealth applications.