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Gamificationand Lifestyle Technologies for Personal HealthManagement
David Wortley, GAETSS – Gamification and Enabling Technologies Strategic Solutions,
Alderton, UK
david@gaetss.com
Abstract:
This paper presents a practical case study on the use of Gamification strategies and wearable lifestyle
technologies for personal health management. It describes the results of a two year project in which the
author explores the potential of various lifestyle tracking and health monitoring equipment and the impact
that had on his health parameters and well-being. The paper will describe the lessons learned from project
and the techniques used to effect simple but long-lasting changes in exercise and eating patterns that
significantly improve personal health management. The data captured and visualized by the mobile
applicationslinked to these lifestyletechnologies illustrates how gamification and enabling technologies have
evolved in support of pervasive personal health management. The paper will also suggest how these
technologies and practices are likely to evolve over the next few years and the potential benefits for society in
tackling global lifestyle related conditions such as obesity and diabetes.
Keywords : Gamification,Health,Lifestyle Technologies
1 Introduction and Background
Lifestyle related conditions such as obesity and diabetes represent one of the most serious challenges to
global health which threatens the sustainability of health services. In countries like the UK, there are regular
headlines about the likely consequences of growing levels of obesity, especially in children, for future
generations. The challenge therefore is to find sustainable practices which tackle this issue successfully and
avoid the serious consequences of a breakdown in health services and consequent incidence of avoidable
mortality.
There is a general acceptance of the need to change lifestyle behaviours of all ages of citizens but there are a
number of important barriers to affecting these changes which include :-
 Lack of motivation and practical inability to change lifestyle
 Lack of awareness and understanding of the consequences of obesity on future health
 Ready availability and attractiveness of fast food with poor nutritional content
 The belief that free health services on demand will be available when needed
 A model for health insurance which does not link premiums to lifestyle behaviours
These factors, coupled with a perception that the Government should take responsibility for ensuring the
health of its people, leads to demands for Government intervention on issues such as sugar content in food,
penalties for poor fast food provisions and the display of nutritional content on food packaging.
All of these suggested interventions are designed to allow citizens to continue their chosen lifestyle practices
without any responsibility for managing their own health.
This situation is increasingly unsustainable and requires interventions which facilitate a shift change in the
citizen’s acceptance of more responsibility for personal health and the necessary tools, motivation and
incentives to change lifestyle practices in a positive way.
2. Case Study on Gamification and Wearable Technologies for Personal Health Education
This paper explores the impactof disruptivetechnologies such as the internet of things,big data and wearable
technologies on personal health management and is based on a case study carried out over the last 2 years by
the author who has explored the potential of these technologies to improve his own personal health
management.
Figure 1. Impact of Case Study on the Author’s Appearance
Figure 1. illustrates the impact of the project on the author’s change in appearance over the two years of the
project. The majority of the weight loss (21Kg) was achieved within 3 months of starting the project in June
2013. Health Education is a very good example of the difference between Education for the acquisition of
Knowledge and Education to influence behaviours, understanding and actions.
At the start of this project, the author was obese and in a pre-diabetic condition but these circumstances,
although lifestylerelated, did not present any serious medical problems or impacton the author’s daily life. As
a consequence, although aware of his obesity, the author was not motivated to make any changes to his
lifestyle or undertake education activities to improve his knowledge or understanding of the potential long
term consequences of his condition.
Without motivation for change or incentives to better understand and adopt best lifestyle practices, the
author was not engaged in developing personal healthcare management skills or practices and would have
been reliant on corrective medical interventions instead of preventative interventions. The author would not
have been truly engaged in the personal health education initiatives available and increasingly promoted
today because, although health knowledge was of interest, it made no impact on the author’s daily life. The
author was effectively a “spectator” of his own health rather than an engaged practitioner.
It was combination of circumstances in June 2013 which led the author to explore the potential of
gamification and wearable technologies for personal health management. The primary factors for triggering
this activity were the discovery from a DNA analysis that the author has a 32% probability of contracting
Diabetes 2 and reading an article on the BBC website about wearable technologies.
Gamification, Measurement and Feedback
The case study involved wearing fitness tracking bracelets which measure physical activity and sleep, collect
the data and display the results within free mobile applications. These devices and applications combine
gamification strategies, sensor technologies, cloud computing, big data analytics, data visualization
technologies, wireless broadband, artificial intelligence, mobile devices and social media.
Figure 2. Example Wearable Fitness devices used by the Author
Figure 2 shows two of the devices used by the author during the case study. One of the devices, the Jawbone
UP device provided a smartphone application which not only shows trends in physical activity and sleep
patterns but also provides tools to calculate calorie consumption and nutrition based on food and drink
consumed. This requires the user to enter the food and drink manually and, in some cases, to enter the
nutrition data found on the food packaging.
The key factors for influencing behaviour in this project are automatic measurement and feedback, coupled
with good data visualization thatassists understanding. The fact that the data is personal and is displayed on
demand in a format which helps the user to understand the impact of their actions leads to immersive
learning linked to behavioural change and putting into practice the lesson learnt.
Immersion in the process of self-directed learninginformed by automatic data collection and analysisprovided
for better understanding of health management and, more importantly, practical implementation of changes
in lifestyle.
3. Conclusions - Pervasive Gamification and Self-Directed Personal Healthcare
Immersion in any activity by focusingattention and limitingdistractionshelps to facilitateabsorption of
knowledge but does not necessarily affectbehaviours or develop understandingand skills.Behavioural change
can be influenced by motivatingfactors which can either be extrinsic or intrinsic or a combination of both.
Extrinsic motivation can beprovided by potential rewards e.g. money, qualifications,penalties for failure
whereas intrinsicmotivation comes from the pleasureand satisfaction of the activity.Games generally provide
intrinsicmotivation and more sustainableoutcomes whereas extrinsic motivation in behavioural changewhilst
it can supportthe acquisition of knowledge, is less likely to be sustainableand havea longterm impacton
behaviours and true understanding.
The main conclusion drawn fromthis casestudy exercise is thatdisruptivetechnologies which provide
ambient and automatic personalized performancemeasurement and feedback coupled with good data
visualization and “Smart” coachingnot only creates a far more engaging experience but also goes beyond the
acquisition of knowledge into greater levels of understandingand behavioural change.
Sincethe original draftingof the paper, the author has been involved in 3 European projects which apply the
same principles to target both physical and cognitivewellbeingimprovements through the use of gamification
strategies and games-based technologies.The PEGASO project (http://www.pegaso4f4.eu/) uses wearable
technologies and games to encourage healthy lifestyles amongstteenagers whilstthe DOREMI project
(http://www.doremi-fp7.eu/) uses games technologies to promote healthy ageing. The Rehab@home project
uses the MicrosoftKinect to support physical rehabilitation in the home environment whilstthe data analytics
from the games supportmedical professionalsto assistwith customised rehabilitation programs.All thes e
project applicationsinvolvedevelopment by Italian Serious Games specialists,Imaginary.
ECGBL 2015 Paper

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ECGBL 2015 Paper

  • 1. Gamificationand Lifestyle Technologies for Personal HealthManagement David Wortley, GAETSS – Gamification and Enabling Technologies Strategic Solutions, Alderton, UK david@gaetss.com Abstract: This paper presents a practical case study on the use of Gamification strategies and wearable lifestyle technologies for personal health management. It describes the results of a two year project in which the author explores the potential of various lifestyle tracking and health monitoring equipment and the impact that had on his health parameters and well-being. The paper will describe the lessons learned from project and the techniques used to effect simple but long-lasting changes in exercise and eating patterns that significantly improve personal health management. The data captured and visualized by the mobile applicationslinked to these lifestyletechnologies illustrates how gamification and enabling technologies have evolved in support of pervasive personal health management. The paper will also suggest how these technologies and practices are likely to evolve over the next few years and the potential benefits for society in tackling global lifestyle related conditions such as obesity and diabetes. Keywords : Gamification,Health,Lifestyle Technologies 1 Introduction and Background Lifestyle related conditions such as obesity and diabetes represent one of the most serious challenges to global health which threatens the sustainability of health services. In countries like the UK, there are regular headlines about the likely consequences of growing levels of obesity, especially in children, for future generations. The challenge therefore is to find sustainable practices which tackle this issue successfully and avoid the serious consequences of a breakdown in health services and consequent incidence of avoidable mortality. There is a general acceptance of the need to change lifestyle behaviours of all ages of citizens but there are a number of important barriers to affecting these changes which include :-  Lack of motivation and practical inability to change lifestyle  Lack of awareness and understanding of the consequences of obesity on future health  Ready availability and attractiveness of fast food with poor nutritional content  The belief that free health services on demand will be available when needed  A model for health insurance which does not link premiums to lifestyle behaviours These factors, coupled with a perception that the Government should take responsibility for ensuring the health of its people, leads to demands for Government intervention on issues such as sugar content in food, penalties for poor fast food provisions and the display of nutritional content on food packaging. All of these suggested interventions are designed to allow citizens to continue their chosen lifestyle practices without any responsibility for managing their own health. This situation is increasingly unsustainable and requires interventions which facilitate a shift change in the citizen’s acceptance of more responsibility for personal health and the necessary tools, motivation and incentives to change lifestyle practices in a positive way.
  • 2. 2. Case Study on Gamification and Wearable Technologies for Personal Health Education This paper explores the impactof disruptivetechnologies such as the internet of things,big data and wearable technologies on personal health management and is based on a case study carried out over the last 2 years by the author who has explored the potential of these technologies to improve his own personal health management. Figure 1. Impact of Case Study on the Author’s Appearance Figure 1. illustrates the impact of the project on the author’s change in appearance over the two years of the project. The majority of the weight loss (21Kg) was achieved within 3 months of starting the project in June 2013. Health Education is a very good example of the difference between Education for the acquisition of Knowledge and Education to influence behaviours, understanding and actions. At the start of this project, the author was obese and in a pre-diabetic condition but these circumstances, although lifestylerelated, did not present any serious medical problems or impacton the author’s daily life. As a consequence, although aware of his obesity, the author was not motivated to make any changes to his lifestyle or undertake education activities to improve his knowledge or understanding of the potential long term consequences of his condition. Without motivation for change or incentives to better understand and adopt best lifestyle practices, the author was not engaged in developing personal healthcare management skills or practices and would have been reliant on corrective medical interventions instead of preventative interventions. The author would not have been truly engaged in the personal health education initiatives available and increasingly promoted today because, although health knowledge was of interest, it made no impact on the author’s daily life. The author was effectively a “spectator” of his own health rather than an engaged practitioner. It was combination of circumstances in June 2013 which led the author to explore the potential of gamification and wearable technologies for personal health management. The primary factors for triggering this activity were the discovery from a DNA analysis that the author has a 32% probability of contracting Diabetes 2 and reading an article on the BBC website about wearable technologies. Gamification, Measurement and Feedback The case study involved wearing fitness tracking bracelets which measure physical activity and sleep, collect the data and display the results within free mobile applications. These devices and applications combine gamification strategies, sensor technologies, cloud computing, big data analytics, data visualization technologies, wireless broadband, artificial intelligence, mobile devices and social media.
  • 3. Figure 2. Example Wearable Fitness devices used by the Author Figure 2 shows two of the devices used by the author during the case study. One of the devices, the Jawbone UP device provided a smartphone application which not only shows trends in physical activity and sleep patterns but also provides tools to calculate calorie consumption and nutrition based on food and drink consumed. This requires the user to enter the food and drink manually and, in some cases, to enter the nutrition data found on the food packaging. The key factors for influencing behaviour in this project are automatic measurement and feedback, coupled with good data visualization thatassists understanding. The fact that the data is personal and is displayed on demand in a format which helps the user to understand the impact of their actions leads to immersive learning linked to behavioural change and putting into practice the lesson learnt. Immersion in the process of self-directed learninginformed by automatic data collection and analysisprovided for better understanding of health management and, more importantly, practical implementation of changes in lifestyle. 3. Conclusions - Pervasive Gamification and Self-Directed Personal Healthcare Immersion in any activity by focusingattention and limitingdistractionshelps to facilitateabsorption of knowledge but does not necessarily affectbehaviours or develop understandingand skills.Behavioural change can be influenced by motivatingfactors which can either be extrinsic or intrinsic or a combination of both. Extrinsic motivation can beprovided by potential rewards e.g. money, qualifications,penalties for failure whereas intrinsicmotivation comes from the pleasureand satisfaction of the activity.Games generally provide intrinsicmotivation and more sustainableoutcomes whereas extrinsic motivation in behavioural changewhilst it can supportthe acquisition of knowledge, is less likely to be sustainableand havea longterm impacton behaviours and true understanding. The main conclusion drawn fromthis casestudy exercise is thatdisruptivetechnologies which provide ambient and automatic personalized performancemeasurement and feedback coupled with good data visualization and “Smart” coachingnot only creates a far more engaging experience but also goes beyond the acquisition of knowledge into greater levels of understandingand behavioural change. Sincethe original draftingof the paper, the author has been involved in 3 European projects which apply the same principles to target both physical and cognitivewellbeingimprovements through the use of gamification strategies and games-based technologies.The PEGASO project (http://www.pegaso4f4.eu/) uses wearable technologies and games to encourage healthy lifestyles amongstteenagers whilstthe DOREMI project (http://www.doremi-fp7.eu/) uses games technologies to promote healthy ageing. The Rehab@home project uses the MicrosoftKinect to support physical rehabilitation in the home environment whilstthe data analytics from the games supportmedical professionalsto assistwith customised rehabilitation programs.All thes e project applicationsinvolvedevelopment by Italian Serious Games specialists,Imaginary.