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Games with Sensors 2011



Sensor Connected Health Eco-Systems:
           Ready to Play.




                    www.gamesforhealth.org
Games, Sensors & PHRs :
                 Gameplay Meets Measurement

                           MD is currently the Chief Medical Officer at
                           PeaceHealth Laboratories, Springfield,
                           Oregon
                           Crowd based approaches to gathering
                           evidence-based health intelligence
                           Recent papers:
                            • “Empowering Healthcare Patients with Smart
                              Technology” (IEEE, July 2010)
 Brigitte Piniewski, MD     • “Nudging lifestyles for better health outcomes:
  Chief Medical Officer       crowdsourced data and persuasive technologies
PeaceHealth Laboratories
                              for behavior change” 9JRC-IPTS EUR 24785 EN –
                              2011.




                                        www.gamesforhealth.org
Albert Einstein…
               "We can't solve problems by using the same kind
                              ”
                of thinking we used when we created them. Not
                everything that counts can be counted, and not
                     everything that can be counted counts.”




Reachability         Connectivity
Management             Crowd                 Gaming &
 Systems              Sourcing              Engagement
                                              Models
          Disruptive Innovation



                                  www.gamesforhealth.org
Limited PHR Consumer Adoption




              www.gamesforhealth.org
Economics fail to advance at the pace of change;
Failure to predict or prevent the performance
reachability gap                        c es…      n
                                             a dva
                                         n
                                      tio
    Good



                                    a
                               erniz
                            mod
                         As                             Performance
                                                        Reachability
           Assumptions                                      Gap

                                                         Tsunami
                                Crow                    Poor Health
                                       d Per
                                               forma
                                                    nce e
    Poor




                                                            rodes


                     Time = 1980’s

                                                                       5




                                     www.gamesforhealth.org
Reachability Gap
     Malignant growth of Preventable Outcomes
                                                Modernisation/
                                                   Health
                                                                                                  n
                                                                                               tio a d s
                                                                                           is a r e
                                                                                         rn s p
                                                                                       de and
                                                                                     mo s




                                                       High
                                                                                As sifie
                                                                                    n
                                                                            i   n te




3x
                                                                                  Cr
                                                                                    ow
                                                                                        dH
                                                                                   is
                                                                                      thr ealth
                                                                                         ea
                                                                                            ten Exp
                                                                                               ed res
                                                                                                 /er
                                                                                                    od sion
                                                                                                      es




                                                       Low
                                                              1946   1980                                     Time




                                        Growth in
                                        less than
2x                                    Five Decades




     Baseline
      Most Preventable Outcomes…             Least Preventable
                                               Outcomes…


                                   www.gamesforhealth.org                                             6
Modern Crowd Health Landscape…
              0                      25                65 years             Age
Wellness
Pre-Illness




                                                 60-80% Preventable
Illness




                  Crowd Achievable Health                                   Death
                  Crowd Actual Health Outcomes




                                                   www.gamesforhealth.org
Modern Knowledge Engines
              0         25            65
                                                           Age
Wellness




                   Crowd-accelerated
                             60-80% Lifestyle
Pre-Illness




                  Strategic Intelligence


              Legacy Knowledge Systems
Illness




                                  www.gamesforhealth.org
Crowd Data Lowering the Barriers to Participate

                                                              Community
                                                             Data Commons
Wireless Pulse Oximeter




                                                                       PHR

   Weighing Scale

                                                               Secure PHR

                              Wireless
                          Ultra Low Power
                           Ultra low cost
                     Blood Pressure Monitor




                                              www.gamesforhealth.org
Crowd Sharing
Web sensors



   Activity
                                                                                 Employers
                        Personalized motivational Interventions
   Weight
                                                            Cloud Informatics      Health
                                                                                   Coach
                        H-Pod           Events, User Content,
 Pulse rate &
Blood pressure                             Measured KPIs                        Health Payer
                                                                                (Insurance)
                               +
 Lab Draws
                                                                                DM program
                 Consumers                                                       provider

Other device
                                                                                Medical Lab
                                                        Analytic Engine
Other device                                           Recommendation

                             Trainer / Nutritionist / Physicians
Other device



                                                www.gamesforhealth.org
New Knowledge Paradigm

Historical data                                  Continua Linked         Relative Clinical



                   Lightly-instrumented Crowds
  “Old stuff”                                    Current per unit          Relevance
                                                 co-occurrences




                                                                          Malignant vs. Benign
                                                                             Co-occurrences




                                                             www.gamesforhealth.org
Behavior Change via Game-Play
                      70% of Households Play Video & Social Games

                  Greater number of
                                                            40%                            34                             Average age of
  Pervasive


                  women than boys                                                                                       gamers (playing for
                  under age 17 play                                                        YEARS                            ~12 years)


                                                                                                                       heads of households
                  Americans over the
                       50 play video                         26%                        42%                              play games on a
                                                                                                                          wireless device
                             games
 Awareness




                                                                           16%                                 More
                               More engaged
                                                                       improvement                         knowledgeable
                                  in their
                                                                       in adherence                          about care
                                treatment
                                                                                                                plan



Journal of Pediatrics: A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial, 2008


                                                                               www.gamesforhealth.org
Key Takeaways


1. Consumers co-creators of health value

2. Social & connectivity are the only viable future

3. Meaningful Play – linking co-occurrences



   “One cannot conceive of a crowdsourced systems
    functionality in terms of releases and more than
                   a city has a release.”




                                   www.gamesforhealth.org
GAMES WITH SENSORS 2011 - DEVELOPER CHALLENGE
                        Sensor connected health eco-systems are ready to play.


                   Join us to develop innovative mobile serious games with the
                  coming of age of health sensors connected to next generation
                    PHRs. For details about our Developer Challenge please
      THE                      register at dev.commonsenses.com.
PERSONAL HEALTH
    RECORD
     GAME                     dev.commonsenses.com




                                            www.gamesforhealth.org
Thank You!



      www.gamesforhealth.org

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Sensor connected health eco systems ready to play

  • 1. Games with Sensors 2011 Sensor Connected Health Eco-Systems: Ready to Play. www.gamesforhealth.org
  • 2. Games, Sensors & PHRs : Gameplay Meets Measurement MD is currently the Chief Medical Officer at PeaceHealth Laboratories, Springfield, Oregon Crowd based approaches to gathering evidence-based health intelligence Recent papers: • “Empowering Healthcare Patients with Smart Technology” (IEEE, July 2010) Brigitte Piniewski, MD • “Nudging lifestyles for better health outcomes: Chief Medical Officer crowdsourced data and persuasive technologies PeaceHealth Laboratories for behavior change” 9JRC-IPTS EUR 24785 EN – 2011. www.gamesforhealth.org
  • 3. Albert Einstein… "We can't solve problems by using the same kind ” of thinking we used when we created them. Not everything that counts can be counted, and not everything that can be counted counts.” Reachability Connectivity Management Crowd Gaming & Systems Sourcing Engagement Models Disruptive Innovation www.gamesforhealth.org
  • 4. Limited PHR Consumer Adoption www.gamesforhealth.org
  • 5. Economics fail to advance at the pace of change; Failure to predict or prevent the performance reachability gap c es… n a dva n tio Good a erniz mod As Performance Reachability Assumptions Gap Tsunami Crow Poor Health d Per forma nce e Poor rodes Time = 1980’s 5 www.gamesforhealth.org
  • 6. Reachability Gap Malignant growth of Preventable Outcomes Modernisation/ Health n tio a d s is a r e rn s p de and mo s High As sifie n i n te 3x Cr ow dH is thr ealth ea ten Exp ed res /er od sion es Low 1946 1980 Time Growth in less than 2x Five Decades Baseline Most Preventable Outcomes… Least Preventable Outcomes… www.gamesforhealth.org 6
  • 7. Modern Crowd Health Landscape… 0 25 65 years Age Wellness Pre-Illness 60-80% Preventable Illness Crowd Achievable Health Death Crowd Actual Health Outcomes www.gamesforhealth.org
  • 8. Modern Knowledge Engines 0 25 65 Age Wellness Crowd-accelerated 60-80% Lifestyle Pre-Illness Strategic Intelligence Legacy Knowledge Systems Illness www.gamesforhealth.org
  • 9. Crowd Data Lowering the Barriers to Participate Community Data Commons Wireless Pulse Oximeter PHR Weighing Scale Secure PHR Wireless Ultra Low Power Ultra low cost Blood Pressure Monitor www.gamesforhealth.org
  • 10. Crowd Sharing Web sensors Activity Employers Personalized motivational Interventions Weight Cloud Informatics Health Coach H-Pod Events, User Content, Pulse rate & Blood pressure Measured KPIs Health Payer (Insurance) + Lab Draws DM program Consumers provider Other device Medical Lab Analytic Engine Other device Recommendation Trainer / Nutritionist / Physicians Other device www.gamesforhealth.org
  • 11. New Knowledge Paradigm Historical data Continua Linked Relative Clinical Lightly-instrumented Crowds “Old stuff” Current per unit Relevance co-occurrences Malignant vs. Benign Co-occurrences www.gamesforhealth.org
  • 12. Behavior Change via Game-Play 70% of Households Play Video & Social Games Greater number of 40% 34 Average age of Pervasive women than boys gamers (playing for under age 17 play YEARS ~12 years) heads of households Americans over the 50 play video 26% 42% play games on a wireless device games Awareness 16% More More engaged improvement knowledgeable in their in adherence about care treatment plan Journal of Pediatrics: A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial, 2008 www.gamesforhealth.org
  • 13. Key Takeaways 1. Consumers co-creators of health value 2. Social & connectivity are the only viable future 3. Meaningful Play – linking co-occurrences “One cannot conceive of a crowdsourced systems functionality in terms of releases and more than a city has a release.” www.gamesforhealth.org
  • 14. GAMES WITH SENSORS 2011 - DEVELOPER CHALLENGE Sensor connected health eco-systems are ready to play. Join us to develop innovative mobile serious games with the coming of age of health sensors connected to next generation PHRs. For details about our Developer Challenge please THE register at dev.commonsenses.com. PERSONAL HEALTH RECORD GAME dev.commonsenses.com www.gamesforhealth.org
  • 15. Thank You! www.gamesforhealth.org