Image taken from www.cnn.com
Gamification is taking the health industry by storm. However, it is not the only solution for nonadherence. Interestingly enough, studies show that gamification works most effectively in young tech minded patients, such as children. Adults, on the other hand, usually feel gamification creates further inconvenience in taking their medicine.
A recent article written by CNN senior editor Ryan Bradley, covers a case competition, relating to healthcare, in Boston University’s School of Management. 15 teams of five students from business schools around the globe came together to compete for the two day event. The event, sponsored by Merck and Microsoft, aimed to judge teams on whether or not their business idea could revolutionize healthcare.
Most of the teams geared towards gamification as a basis for their business. However, a team with a backpack full of medical hardware, eg blood diagnostic devices and more, won the competition due to its adaptability to all demographics in healthcare, not just children.
FORTUNE — Several months ago, I sat in on a case competition at Boston University’s School of Management. The event played out over two days, during which 15 teams of five students from B-schools all over the world — India, South Korea, Canada, but mostly the U.S. — pitched their ideas for a company, one that would revolutionize health care (the stated goal was particularly jargon filled: “to leverage information technology to transform global health care and create value”).
The competition was sponsored by Merck (MRK) and Microsoft (MSFT); both companies sent representatives to judge the teams. Real money was on the line, too: The team with the best idea received a check for $22,500, plus the blessings and support of two multinational corporations to start up their startup. I was interested in seeing what bright MBAs-to-be were dreaming up as viable business solutions to different health care crises, and what a huge pharmaceutical and tech company thought of the ideas.