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Trends in Serious Games for Health and Well-Being

This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.

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Trends in Serious Games for Health and Well-Being

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  1. Trends in Serious Games for Health & Well-Being Serious Play 2017 Washington David Wortley GAETSS

  2. Enabling Technologies

  3. Enabling Technologies

  4. Serial Techno Social Entrepreneur & Early Adopter

  5. Passion for Technology and Society 1949 Human Intelligence Controls Machines 2017….. Machine Intelligence Controls Humans

  6. Influences

  7. Articles on Technology & Health Also Distribute E-Newsletter & Present at Conferences

  8. Practitioner of Gamification & Wearables for 4 Years 21,334,406 steps recorded between 06/2013 and 11/2015 = approximately 10,667 miles Helps me to Understand What Works for Me… Opportunities and Challenges

  9. Current User of 3 Wearables Activ8rLives Buddy Band 2 Activite Pop Watch Jawbone UP 3

  10. Participant in PROPELS Project

  11. EU Pegaso Project for Teenage Obesity

  12. Serious Games & Virtual Worlds Portfolio 1995 Trade Show Game 1983 Action Maze 2007 SGI Auditorium

  13. 2007 Triage Trainer Re-creating a physical experience in a virtual environment

  14. 2007 Triage Trainer Re-creating a physical experience in a virtual environment

  15. Simulating Medical Conditions Commercial games company skills applied to medicine

  16. The Process Involved Realism limited by the power of available technologies

  17. Patient Rescue Training Junior Doctors in A&E to recognise conditions and visualise outcomes

  18. Snow World Pain Management Game for Burns Patients

  19. Remission Cancer Therapies for Children

  20. Multi-Disciplinary Major Incident Simulator (MMIS) Imperial College in London use virtual world simulations for disaster training

  21. Smart E-Hospital Gamified Immersive Training in a 3D virtual hospital

  22. Integrating Real/Virtual Worlds Datascape Virtual Control Room Environment to visualise real data streams

  23. Singapore Hospital Simulator Robotics simulating human responses

  24. Haptics and Surgical Simulations Gamified Surgical Simulations

  25. Part 2

  26. What is Gamification? Every Human Activity can be Viewed as a Game !! 26

  27. Games are part of Everyday Vocabulary 27

  28. Gamification is a Life Skill Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature. 28

  29. The Gamification Lens Strategist Tactician Motivator Coach Growing Influence and Ability to Achieve Goals Skill Ability Motivation Self-Esteem Loyalty Passion Engagement Support Interest Awareness Knowledge Unaware Independent Self-sufficient 29

  30. The Gamification Cycle Challenge Feedback Response Measurement 30 30

  31. Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations https://www.slideshare.net/dwortley/gamification-and-enabling-technologies-white-paper 31

  32. The "A List" Influencers Every Individual responds to different influencers in making decisions or choices 32 32

  33. Why Gamification? 33 33

  34. The Attention Economy The Next Generation have very different expectations 34

  35. 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

  36. Global Challenge – Health Obesity, Diabetes, Cancer & Cardiovascular Problems ● Sedentary lifestyle ● Convenience foods ● Comfort eating ● Inadequate exercise ● Couch potato syndrome ● Spectator society

  37. 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

  38. Global Challenge – Health Ageing Society – Cognitive and Physical decline ● Declining working population ● Longer life expectancy ● Middle Age skills “scrap heap” ● Shift from families to care homes ● Rising costs of elderly care

  39. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..

  40. Serious Games and Health Leveraging Consumer Technology to Address Global Challenges

  41. Roadmap – Ageing Society Strategic partnerships with international developers of games- based solutions to not only stimulate cognitive and physical exercises for the elderly but also explore the potential of elderly people to actively contribute to social and economic development through their life experiences

  42. 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 ● ● ● 42

  43. Clinical Solutions 43

  44. Public Policy Interventions Taxes & Legislation 44

  45. Public Policy Interventions Awareness and Education 45

  46. Better Personal Health Management 46

  47. Which is the Best Solution? Who will Provide the Solution? Medical Professionals or Politicians or Citizens? 47

  48. 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. 48

  49. The Same but Different ! My Body is not a Temple it is a Car

  50. Navigating Life’s Journey Life is like a journey from the cradle to the grave. We know the starting point and the final destination and we are aware of the places en route but we have little idea of how long the journey will last and whether the route will be easy or difficult

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