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Game Changers
 Alex Butler

 Barcelona 2012
@alex__butler

@The_Social_Moon
“I think the biggest
 innovations of the
21st Century will be
 the intersection of
[health, medicine]

biology and [digital]
 technology. A new
  era is beginning

The Social Web   Post Pc World   Big Data




                    Games
The age of computers has
 given way to the age of
     communication
An asymmetry existed with
   previous communication
         milestones:

Those good for 1:1 conversation
   could not facilitate mass
communication or support group
            action
for the first time in history the
                                                               amount of traditional broadcast
                                                               television watched by the
                                                               younger generation is decreasing
                                                               rather than increasing annually

                                                               40% of viewers said they use
                                                               Facebook, Twitter or some other
                                                               social networking tool to discuss
                                                               TV shows as they watch.




Ericsson (NASDAQ:ERIC) ConsumerLab "TV & Video Consumer Trend Report 2011,
The 200 Billion hours of television
                                        consumption per year in US alone
                                      estimated to be 2000 times less than
                                      the hours taken to create Wikipedia.




Clay Shirky: Cognitive Surplus 2010
Personal   Community   Public   Civic
Ladder of Engagement

          COLLECTIVE ACTION
           Commitment to joint action

Involved-tension between individual + group goals

             Binding group decisions                 Information Sharing = Shared Awareness

             CO-OPERATION                               Co-Operation = Shared Production
             Synchronised behaviour
                                                     Collective Action = Shared Responsibility
 Group identity (can be as simple as conversation)

             Collaborative production

                  SHARING
      Poses fewest demands on participants.

   Maximum freedom of the individual + fewest
          complications of group life

      Share + then Gather vs. Gather + Share
'You've spent the day on the
Internet, but not on the Web'




     http://www.wired.com/magazine/2010/08/ff_webrip/all/1
Death of a website?


        Stand-alone websites feel
        unfamiliar, impersonal and
        museum-like to Internet users
        accustomed to the Social Web's
        interaction.

        Website traffic has collapsed, and
        it is hard to see how or why it
        should recover..
Post PC Era
Ubiquitous Connectivity

               1999 was the year of mobile,
               the 21st century will be one
               of ubiquitous connectivity

               Your customers are almost
               certainly using smart mobile
               technology every day

               Mobile will be the most
               integrated marketing
               medium the world has ever
               known
Building A Strategy




          Accessing medical records
                                       86%
          Want help with prescribing a
          medication                   83%
          Help monitoring patients in
          hospital                     74%
Make a portable body
scanner that can detect
15 diseases and capture
 key health metrics and
     you could win
   10 million dollars
Big Data
“
Every two days now
 we create as much
              “
 information as we
did from the dawn of
    civilization up
      until 2003
Big Data
   Twitter Revealed Epidemic Two
   Weeks Before Health Officials
   [STUDY]
Big Data

           The Use of Twitter to Track
           Levels of Disease Activity and
           Public Concern in the U.S.
           during the Influenza A H1N1
           Pandemic
Games
Motivational
    Design


Games are about pleasure, freedom
          and escape.

   They also combine the most
powerful set of human motivators:

    Achievement, competition,
     collaboration, learning &
improvement, communication and
          self expression.
GAMIFICATION IS BULLS*!T

   “Game developers and players have
  critiqued gamification on the grounds
   that it gets games wrong, mistaking
   incidental properties like points and
      levels for primary features like
       interactions with behavioural
                complexity”
   Ian Boghost
Jane McGonigal, Director of Games
                                          Research and Development at The Institute for the Future, Palo
                                          Alto, California


1. The   goal is the specific outcome that players
work to achieve. This focuses attention and guides
progress. It provides the sense of purpose.

2. The   rules place limitations on how players can achieve the
goal. Rules unleash creativity and foster strategic thinking.

3. The   feedback system tells players how close
they are to achieving that goal; it can take the form of points, levels
or a progress bar. This provides motivation by being a
‘promise’ to players that the goal is definitely achievable.

4.   Voluntary participation requires that
everyone who is playingthe game knowingly and willingly accepts the
goal; this establishes common ground for numerous people to play
together. Although competition, collaboration and connectivity are also
key
Games on consoles or mobile devices have been
  proven to improve conditions ranging from
    depression to Parkinson’s
                disease and
            recovery from stroke.

  In a post-PC world, dominated by tablet and
mobile devices, directly improving health through
                game design is a
 real opportunity for pharmaceutical companies
Narrative based Simulation
Patient Rescue is a proof of concept
  for a game that supports health
professionals to recognise the signs
  of patient deterioration, use set
   protocols to assess a patient's
condition and intervene effectively.



 Triage Trainer develops accurate
    decision making in the life
       saving skill of Triage.

  The game is set at the scene of
    an explosion in a busy high
  street and the player's job is to
 prioritise the multiple casualties
           for treatment.
Harnessing Gamers for Science
Redesign a
                                    Gamers

                                    Protein that Stumped
                                         Scientists for Years

In 2011, players helped to decipher
the crystal structure of a retroviral
protease, an AIDS-causing monkey
virus.

The puzzle was available to play for
only three weeks, but an accurate 3D
model of the enzyme was produced in
just ten days.

The problem had baffled scientists for
15 years.
“Our ultimate aim is to
 have ordinary people play the
     game and eventually be
           candidates
 for winning the Nobel Prize in
biology, chemistry or medicine.”


  Zoran Popovic
Virtual Worlds
2005
                           Hakkar: blood god lodged at the
                           heart of the Zul’Gurub dungeon

Deadly disease generated by Hakkar was accidentally transmitted by infected
players to the world ouside the confines of the dungeon.

Within hours the ‘corrupted blood plague’ had begun.

Tens of thousands of players characters succumbed.

                Dr Ran D Balicer: American Journal Epidemiology

“Virtual environments could serve as a platform for studying the dissemination of
                              infectious diseases”

“[they might prove a] testing ground for novel interventions to control emerging
                            communicable diseases”
Thank You &
 Questions

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Game Changers:Pharma Digital in 2012

  • 1. Game Changers Alex Butler Barcelona 2012
  • 3. “I think the biggest innovations of the 21st Century will be the intersection of [health, medicine]
 biology and [digital] technology. A new era is beginning

  • 4. The Social Web Post Pc World Big Data Games
  • 5. The age of computers has given way to the age of communication
  • 6. An asymmetry existed with previous communication milestones: Those good for 1:1 conversation could not facilitate mass communication or support group action
  • 7. for the first time in history the amount of traditional broadcast television watched by the younger generation is decreasing rather than increasing annually 40% of viewers said they use Facebook, Twitter or some other social networking tool to discuss TV shows as they watch. Ericsson (NASDAQ:ERIC) ConsumerLab "TV & Video Consumer Trend Report 2011,
  • 8. The 200 Billion hours of television consumption per year in US alone estimated to be 2000 times less than the hours taken to create Wikipedia. Clay Shirky: Cognitive Surplus 2010
  • 9. Personal Community Public Civic
  • 10. Ladder of Engagement COLLECTIVE ACTION Commitment to joint action Involved-tension between individual + group goals Binding group decisions Information Sharing = Shared Awareness CO-OPERATION Co-Operation = Shared Production Synchronised behaviour Collective Action = Shared Responsibility Group identity (can be as simple as conversation) Collaborative production SHARING Poses fewest demands on participants. Maximum freedom of the individual + fewest complications of group life Share + then Gather vs. Gather + Share
  • 11.
  • 12. 'You've spent the day on the Internet, but not on the Web' http://www.wired.com/magazine/2010/08/ff_webrip/all/1
  • 13. Death of a website? Stand-alone websites feel unfamiliar, impersonal and museum-like to Internet users accustomed to the Social Web's interaction. Website traffic has collapsed, and it is hard to see how or why it should recover..
  • 15. Ubiquitous Connectivity 1999 was the year of mobile, the 21st century will be one of ubiquitous connectivity Your customers are almost certainly using smart mobile technology every day Mobile will be the most integrated marketing medium the world has ever known
  • 16. Building A Strategy Accessing medical records 86% Want help with prescribing a medication 83% Help monitoring patients in hospital 74%
  • 17. Make a portable body scanner that can detect 15 diseases and capture key health metrics and you could win 10 million dollars
  • 19. “ Every two days now we create as much “ information as we did from the dawn of civilization up until 2003
  • 20. Big Data Twitter Revealed Epidemic Two Weeks Before Health Officials [STUDY]
  • 21. Big Data The Use of Twitter to Track Levels of Disease Activity and Public Concern in the U.S. during the Influenza A H1N1 Pandemic
  • 22. Games
  • 23.
  • 24. Motivational Design Games are about pleasure, freedom and escape. They also combine the most powerful set of human motivators: Achievement, competition, collaboration, learning & improvement, communication and self expression.
  • 25. GAMIFICATION IS BULLS*!T “Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioural complexity” Ian Boghost
  • 26. Jane McGonigal, Director of Games Research and Development at The Institute for the Future, Palo Alto, California 1. The goal is the specific outcome that players work to achieve. This focuses attention and guides progress. It provides the sense of purpose. 2. The rules place limitations on how players can achieve the goal. Rules unleash creativity and foster strategic thinking. 3. The feedback system tells players how close they are to achieving that goal; it can take the form of points, levels or a progress bar. This provides motivation by being a ‘promise’ to players that the goal is definitely achievable. 4. Voluntary participation requires that everyone who is playingthe game knowingly and willingly accepts the goal; this establishes common ground for numerous people to play together. Although competition, collaboration and connectivity are also key
  • 27. Games on consoles or mobile devices have been proven to improve conditions ranging from depression to Parkinson’s disease and recovery from stroke. In a post-PC world, dominated by tablet and mobile devices, directly improving health through game design is a real opportunity for pharmaceutical companies
  • 29. Patient Rescue is a proof of concept for a game that supports health professionals to recognise the signs of patient deterioration, use set protocols to assess a patient's condition and intervene effectively. Triage Trainer develops accurate decision making in the life saving skill of Triage. The game is set at the scene of an explosion in a busy high street and the player's job is to prioritise the multiple casualties for treatment.
  • 31. Redesign a Gamers Protein that Stumped Scientists for Years In 2011, players helped to decipher the crystal structure of a retroviral protease, an AIDS-causing monkey virus. The puzzle was available to play for only three weeks, but an accurate 3D model of the enzyme was produced in just ten days. The problem had baffled scientists for 15 years.
  • 32. “Our ultimate aim is to have ordinary people play the game and eventually be candidates for winning the Nobel Prize in biology, chemistry or medicine.” Zoran Popovic
  • 34. 2005 Hakkar: blood god lodged at the heart of the Zul’Gurub dungeon Deadly disease generated by Hakkar was accidentally transmitted by infected players to the world ouside the confines of the dungeon. Within hours the ‘corrupted blood plague’ had begun. Tens of thousands of players characters succumbed. Dr Ran D Balicer: American Journal Epidemiology “Virtual environments could serve as a platform for studying the dissemination of infectious diseases” “[they might prove a] testing ground for novel interventions to control emerging communicable diseases”
  • 35. Thank You & Questions