Gamification’s Next Target: The Healthcare Industry

Contrary to popular belief, the practice of gamification has played a critical role in the airline, military and other industries for quite some time. The healthcare industry is its most recent target, where it is focusing on adherence and patient engagement. A recent “white paper” report on the Inner City Fund International, or ICFI, website examined the growing trend of healthcare gamification.

Download the report here.

Geckocap is a better method to manage your child’s asthma medication. Find out more here

Advertisements

Re-Mission 2 a “cancer fighting” game app helps young cancer patients Re-Mission 2 Cigna

Cigna, a global health insurance company, wants young cancer patients to have access to Re-Mission 2: Nanobots Revenge, a “cancer fighting” game. Players are placed into a virtual human body equipped with weapons such as chemotherapy and antibiotics to “fight” cancer.

The game was developed by a non-profit organization called HopeLab with help from a diverse set of professionals involved in cancer related healthcare. It was tested during a three month period where 375 young cancer patients were given access to it. By the end of the period 16% of patients had a higher usage of antibiotics and all of them, on average, maintained 41% higher blood levels of chemotherapy. The patients improved their knowledge of cancer and became more confident in their ability to get healthy.

“:Ten years ago, it would have seemed strange that a health insurance company would want to encourage children to play video games. With today’s healthcare gaming culture, though, it makes total sense.”

Continue Reading

Games VS Gamification: Similarities and Differences

A common misconception that we hear a lot is the idea that “games” and “gamification” are the same entity. However, this is not the case. Although they do overlap in some similarities, the differences are significant.

A recent article published on Mind/Shift, a blog that “explores the future of learning”, explains the critical separations between games, gamification, and stimulation.

“Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a ‘doggie.’”

Continue Reading

HealthBiz Decoded: The Usage of Gamification in Healthcare

This is an interesting article by HealthBiz Decoded that explains the way gamification benefits health patients as a motivator. Zichermann, author of The Gamification Revolution, states that “games are designed to help raise people’s engagement now in a way that’s more powerful than what we’ve had before.”

GeckoCap is utilizing gamification to increase engagement of asthmatic children with their medication in order to improve long term medical adherence.

Read the whole article here.

Geckocap is a better method to manage your child’s asthma medication. Find out more here