This presentation was delivered in webinar format in Seoul in April 2015 and is designed to explore the serious issue of childhood obesity and how wearable lifestyle technology and gamification strategies might address the issue and help prevent serious health problems in later life
4. Lifestyle Related Global Challenges
● Obesity, diabetes, cancer, cardiovascular
● Ageing Society
● Education
● Environment
● Equitable Society
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These challenges require a holistic solution
6. The Burden of Disease and the Changing Task
of Medicine
David S. Jones, M.D., Ph.D., Scott H. Podolsky, M.D., and Jeremy A. Greene, M.D., Ph.D.
N Engl J Med 2012; 366:2333-2338June 21, 2012DOI: 10.1056/NEJMp1113569
In many respects, our medical systems are best suited to diseases
of the past, not those of the present or future.
We must continue to adapt health systems and health policy as the
burden of disease evolves. Disease is a complex domain of human
experience, involving explanation, expectation, and meaning.
Doctors must acknowledge this complexity and formulate theories,
practices, and systems that fully address the breadth and subtlety
of disease.
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9. Global Challenge – Health
Obesity, Diabetes, Cancer & Cardiovascular Problems
● Sedentary lifestyle
● Convenience foods
● Comfort eating
● Inadequate exercise
● Couch potato syndrome
● Spectator society
10. How do we Solve the Problem?
● Develop clinical solutions that prevent or
manage these conditions or
● Influence the food industry and citizens
through public policy interventions or
● Develop better personal health management
solutions and practices
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15. Which is the Best Solution?
Who will Provide the Solution?
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Medical Professionals or Politicans or Citizens?
16. The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
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18. An Approach for Better Personal Health
Gamification Enabling Technologies
19. 19
What is Gamification?
Gamification is a process designed to influence actions, behaviours,
characteristics and states through the use of games strategies and
mechanics
34. Enabling Technologies
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What enabling technologies will affect the lives of
Nurses, Doctors, Hospitals and Care Workers
and how will that impact Childhood Obesity ?
35. How Do Enabling Technologies Cause Disruptive Change?
The Thomas Cook Story
In 1842 a Cabinet Maker from Market
Harborough in the UK set out on a journey
that shaped the world we live in today.
He made an innovative connection between
his passion for the Temperance Movement
and the disruptive enabling technology of
the railway network.
On that day travel and tourism was changed
forever.
Disruptive Technologies, Win-Win Relationships,
Commercially Sustainable Social Enterprise
36. Why did Thomas Cook Succeed?
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A Proposition that was Attractive, Accessible and Affordable
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Enabling Technologies and Society
The Disruptive shift from Hierarchical Society to Networked Society
is a challenge and an opportunity to shape the influence of
technology on society
38. 38
Impact on Knowledge Professionals
Knowledge Professionals influence on Behaviours and Actions is
being eroded by enabling technologies especially with Digital
Natives
39. 39
Enabling Technologies and Society
Knowledge Professionals no longer have hierarchical authority as a
means of influencing behaviour
They have to influence by facilitation and mentoring
40. Impact on Knowledge Professionals
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What happens when everyone can access knowledge?
46. The Perfect Storm of Opportunity
Urgent Societal Issues
● Health – Obesity, Diabetes etc
● Ageing Society – Dementia and
care costs
● Education – Rejection of
traditional practices
● Environment – Unsustainable
demand for Resources
● Commerce – E-Commerce threat
to traditional Physical retailers on
the High Street
Enabling Technologies
● Lifestyle sensor technologies
● Mobile Applications
● Cloud Computing
● Internet of Things
● Big Data Analytics
● Data Visualisation
● Social Media
Creating synergistic collaborative partnerships across multiple disciplines and
sectors is key to commercialisation of the opportunities
47. The GAETSS Mission
Tackling global challenges by building strategic, profitable, sustainable
and innovative win-win partnerships based on social enterprise and
united in a common purpose enabled by technology
48. The Fresh Start Background
We live in a society where unprecedented advances in technology provide
instant access to and control of many aspects of our lives.
This situation has created a “Perfect Storm” of Urgent Societal Problems and
commercially viable Technology Solutions
49. Changing Lifestyles
and Consumer Empowerment
One of the consequences
of this convenient and
easy access to our daily
wants and needs is a
decline in the physical and
mental challenges
necessary for our lifelong
development and health
maintenance
50. Global Lifestyle Related Challenges
Modern Lifestyle
consequences include many
negative effects which place
increasing demands on
available resources and
threaten the sustainability
of public services for future
generations
51. Global Challenge – Health
Obesity, Diabetes, Cancer & Cardiovascular Problems
Very High Profile in UK Press and Media
52. Who is to Blame?
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In a Spectator Society we come to expect other people to
resolve global challenges
53. Who is to Blame?
The truth is that we are all collectively responsible through our lifestyle choices…
and we are all collectively able to turn things around…
Television
54. What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
55. Personal Health Management
Over the last 20 months I have explored and experienced first hand the potential of
Gamification and Enabling Technologies to transform personal health and have a
passion to be part of a revolution in health and well-being. I lost 21Kg in 3 months
and significantly improved physically and mentally
56. Gamification and Enabling Technologies
Leveraging Consumer Technology Usage and Demands to
Address Global Challenges
Our insatiable demand for technologies that give use choice,
interactivity and control is key to developing a strategy
for addressing global challenges in a holistic way
61. Global Challenge – Education
Expectations of Generation Z Digital Natives
● Early exposure to
interactive technology
● Engagement in video
games
● Easy access to
information
● Rejection of traditional
teaching methods
63. Games and the Locus of Control
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Games put you in Control and transfer the responsibility
for outcomes to you
64. The Pegaso EU Project
The Pegaso EU Project uses wearable devices and games to encourage
active lifestyles and healthy eating – see http://www.pegasof4f.eu/
67. Gamification of Childhood Obesity
● Body composition snapshot data to measure progress
● Real time data lifestyle tracking to measure activity,
sleep and nutrition
● Data analytics and visualisation to control outcomes
● Personal responsibility for personal performance
● Education benefits for STEM subjects
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68. Types of Game Mechanics
● Quest and exploration games
● Scoreboards
● Teams and clans
● Points and Badges
● Leaderboards
● Virtual (and physical) coaches/mentors
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69. Conclusions
Childhood obesity is a complex and serious
global challenge that arises from today's
technology enabled lifestyles. The same
technologies which contribute to these
challenges can also be applied to solving
these challenges but it requires fresh
thinking and a fresh start.
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