1. Health 2.0 Developer Challenge – MemVu Submission
The Problem
There are over 5.4 million people in America living with Alzheimer’s1. According
to the Alzheimer Association, “unless something is done, the costs of Alzheimer’s in
2050 are estimated to total $1.1 trillion (in today’s dollars). Cost to Medicare and
Medicaid will increase nearly 500%.” Additionally, there are enormous emotional and
financial tolls it takes on the caregivers of those suffering with the disease. They stated
that, “In 2011, 15.2 million family and friends provided 17.4 billion hours of unpaid care
to those with Alzheimer’s and other dementias – care valued at $210.5 Billion.”
In reviewing the literature, we see that cognitive stimulation therapy has been
used for decades in an effort to support those suffering with dementia. In one particular
evidence-based program, researchers were able to show statistically significant
improvements in the areas of cognition and quality of life through cognition stimulation
therapy.2 The expected outcomes from playing our innovative brain fitness games include
demonstrating an improvement in mood of the player, increased socialization, and
enhanced facial recognition of family members by the player suffering with dementia.
Additional measured and reported benefits are also anticipated for the family caregivers
and healthcare professionals (occupational therapists, speech therapists,
recreational/activity directors, geriatric care managers and in-home care company
providers) administering the therapy.
Design, Usability and Intuitiveness of Application
BestHomeHealthCare.com, Inc. is a Cleveland based company focused on
improving care of the elderly. We have developed a prototype that would allow for photo
2. Health 2.0 Developer Challenge – MemVu Submission
sharing and the use of photos in a brain fitness/exercise program where the family
pictures are loaded into various exercise templates on a web based platform called
MemVu.com. These photos are then turned into game pieces where the player must
identify the person and how the person is related to them or the photos can be used as part
of an online photo puzzle, or a matching game in a timed environment. Other games
under development would assist with, currency recognition (identify and understand the
value associated with money) and way finding (ability to find your way home). These
latter two games are designed for caregivers to use with Alzheimer’s or Dementia
patients living at home.
MemVu has three primary goals: to create innovative and engaging brain
exercises, to get families involved and connected, and to compile de-identified data for
research. So far, we have received positive feedback on the initial two prototype games,
the personalized aspect of the program in particular. With game pieces created from
family photos, it also provides the caregiver, friends, and family members of the player
the opportunity to become engaged and interact in a way that is fun and relaxing.
We hope through this information, healthcare professionals and family caregivers
will be able to better manage their care of their loved ones in fun and enjoyable way!
Gamification
In making brain fitness more fun and interactive, we have added the ability to
incorporate friends, family, pets, etc. to the games. For people suffering with dementia,
reinforcing these relationships has two main benefits. First, familiarity in the form of
pictures can improve mood among dementia patients. The second benefit is for the
3. Health 2.0 Developer Challenge – MemVu Submission
family caregivers. Through the game, families and friends are able to participate in the
care of their loved one by sharing the process of reminiscing with photos. Additionally,
by reinforcing the relationships through photos, we intend to measure the manner in
which the loved one with Dementia is able to recognize them better when they come to
visit after playing MemVu.
There are also generic games built into the program but having the option to make a
meaningful choice increases the benefits of playing the game while reinforcing human
relationships.
Data Generation
The potential for data generated by MemVu is virtually endless as the ability to
customize the data generation and the games used for that generation has no limit! The
data collection opportunities with MemVu are also personalized to the individual player
level. Each time a game is played, it is date and time stamped and the results are recorded.
Additional measurements include: right vs. wrong answers, time to answer correctly, time
to answer incorrectly, number of answers completed, and total game play time. This data
allows the healthcare professional to measure results over time in the areas of reaction
time, decision-making, and facial recognition.
The goal in collecting data is to demonstrate an enhancement of brain fitness,
mood, and facial recognition of loved ones with the ability to track additional types of
data as more games are developed in the areas of way finding and currency recognition.
Above the individual level data collected each time a game is played, we are
working on acquiring beta testers to be able to collect additional information about the
4. Health 2.0 Developer Challenge – MemVu Submission
overall impact of MemVu. During the beta phase, we will be analyzing data on three
levels: player, family caregiver, and healthcare professional.
On the player level, we will be assessing mood, memory, and comfort with
technology. Our logic model where the Practitioner is a healthcare professional as
defined previously is below:
MemVu Logic Model
February, 2013
Distal Patient Outcomes Player mood improves Increased in family/staff recognition
Player increase the amount of time Player scores Player respond
Intermediate Patient Outcomes increase to photos
spent playing the game.
Initial Patient Outcomes Player understanding the technology Player understanding the game
Intermediate Practitioner Outcomes Develops and keeps to a schedule to repeat sessions with players
Initial Practitioner Outcomes Practitioners to understand why the game helps and how to best utilize the tool.
Outputs Beta Testing Sites
MemVu to gain funding through grants and investors. Practitioners to receive
Inputs/Activities
training on how to use games. Patients/Residents to play games.
Need People with early onset Dementia, Alzheimer, or brain injuries have a need to
continue exercising their brain to promote brain fitness.
On the family caregiver level, we will be assessing their level of involvement in the care
of their loved one, their perception of their mood, and their interpretation of their
computer skills. For the healthcare administrator, we will be having them assess the
player’s mood pre/post play and evaluate their experience of administering the games.
5. Health 2.0 Developer Challenge – MemVu Submission
Benefits to Existing Data Sets
Before game play is to begin, an assessment of the player’s mood and mental state
is taken. In utilizing the Mini-Cog assessment tool, a measure of dementia, we are able to
collect baseline information about the player’s current mental status. Depending on the
results, a need to administer a MMSE could arise. Results of these tools can be
incorporated into dementia and mental health data sets.
Once play begins, the data MemVu is able to collect (and is continued to updated
and further customized based on needs) through game play provides a couple of avenues
for incorporation into existing data sets. First, a measure of family and social support can
be accounted for, as the caregivers are a necessary piece to ensuring the success of the
customized game play. Second, through interaction with the administrator of game play
and the player we can use tools to look at the effects of living in a nursing home on
socialization and feelings of isolation.
Community Deployment Approach
According to an article, published by A. Spector, 2003, “communication is a
factor that is likely to deteriorate in individuals moving into residential care.” 2 A definite
benefit to the community is the increased family and social support that the elderly
playing our games will receive. Furthermore, there are three levels of engagement
happening: player, caregivers, and therapists administering the therapy.
In order to deploy MemVu into the community, an individualized approach will
be taken with each type of facility that provides brain fitness support to their constituents.
When we begin the process with a long term care facility or home care company of
incorporating MemVu into their care plans, we are creating a partnership. This type of
6. Health 2.0 Developer Challenge – MemVu Submission
approach is crucial due to the variations in need between residential nursing homes,
assisted living facilities, home care nurses or aides, and other types of services provided
to the aging population. By taking this approach, we are able to customize data reporting
for the needs of the organization while also being able to take an omniscient view of the
data as a community to measure the impact of MemVu on the fore mentioned areas of
observation.
Strategy for Future Move to Tablet
Through our research, we have already determined that the ideal platform for
playing MemVu is on a tablet for one on one engagement. Because of the nature of data
collection and administration of MemVu, it would not be ideal to have this available on a
phone since the images would be too small. We have found that execution of MemVu on
a tablet it the ideal format for administrators and players.
Once we begin our beta testing and determine the features and benefits that will be
most useful to the healthcare professionals, family caregivers, and players, we will begin
to incorporate these desired functions into an app for use on a tablet platform.
Resources
1. Alzheimer Association Fact Sheet. March 2012. Retrieved February 16, 2013.
http://www.alz.org/documents_custom/2012_facts_figures_fact_sheet.pdf
2. Spector, A.; et al. Efficacy of an Evidence-based Cognitive Stimulation Therapy
Programme for People with Dementia: Randomized Control Trial.” The British
Journal of Psychiatry. 2003. 183, 248-254.