The newest weapon in the healthcare arsenal isn’t a blockbuster drug or a billion dollar machine — it’s actually gaming. The same concept that has millions of people slinging bird heads at wooden posts and shooting peas at zombies is now being tapped to improve health & wellness. Commercial and research institutions are exploiting the power of interactivity, feedback, immersiveness, compelling characters, and simulations innate to video games to take on some of the biggest healthcare challenges.
The rapid adoption of newer technologies such as 3D, accelerometers, and gesture-control is enticing researchers to explore how this new generation of gaming devices can be used to improve clinical outcomes for the likes of neurological and mental health disorders, medication dosage, self-esteem, biofeedback, pain & anxiety management, and physical therapies:
- Columbia University is testing Lit 2 Quit, an ingenious game in which smokers trying to quit can puff into an iPhone microphone instead of a cigarette and use either a “rush” or a “relax” form of breathing to help reduce cravings
- Indiana University executed an alternative reality game named “Skeleton Chase” that was designed to promote physical activity and health lifestyles among college freshmen. The interactive, mystery game took eight weeks to solve, and included a set of real world physical and mental challenges (relayed across a variety of media) that players must surmount to gather clues
- University of Washington is performing a study that tests the impact of educational video games on improving glycemic control in patients with Type 2 Diabetes. The games have been designed to help players attain better blood sugar control by improving their ability to estimate carbohydrates and calories in food portions and by improving their eating habits
While the clinical benefits of pure gaming are yet to be seen (based on the results of these studies), many companies are taking to ‘gamifying’ the health & wellness space, that is, applying the mechanics of gaming to nongame activities to change people’s behaviors. Game mechanics, such as points, levels, challenges, virtual goods & spaces, leaderboards, gifts, charities, etc., and game dynamics, such as reward, status, achievement, competition, altruism, etc. — taken together create a compelling, engaging user experience that is apt for healthcare.
Gabe Zichermann, the author of Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests, says, “I don’t presume to think that we can make having cancer into a purely fun experience. But, we have data to show that when we give cancer patients gamified experiences to help them manage their drug prescriptions and manage chemotherapy, we improve their emotional state and also their adherence to their protocol.” (Mashable, 2011).
And, of course, ‘social’ has a big role in gamification. Keas, for example, is a new social game designed to use peer pressure to promote healthy behavior at the office. Adam Bosworth, co-founder and CTO of Keas, said, “We took the two things today that really get people involved and hooked—games and social networking— and created a social game that is something like FarmVille-plus-Facebook-meets-health. Now, getting healthy can be fun and social, people really get into it, and the end result is healthier, happier, and more productive employees.”
For marketers, gaming deserves serious attention as the underlying mechanics, dynamics, and technologies have the potential to help tackle some of the lifestyle, behavioral, and emotional issues (e.g. adherence slippages, emotional state, etc.) that cause/worsen diseases. Keep in mind though—improving experiences and outcomes through gaming isn’t through a ‘bolt-on’ approach where you stick on a ‘badge’, give some points, open up some rewards and call it a day. Start with a strategy that’s fit for purpose and then let the creative & UX minds build on that strategy from the ground-up to really get your game on.












