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.
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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.”