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Posts Tagged ‘gamification’

Healthcare Gamification: Avoiding Chocolate Covered Broccoli

UntitledLast week, at IBM Connect, I met an individual with the coolest title in all Profession Land: Global Lead for Serious Games.

Her name is Phaedra Boinodiris, and after sitting in on her Birds of a Feather chat, along with a post chat dinner filled with good eats and new friends, I wanted to open up the conversation a bit for all to grow and learn from the gaming knowledge stored in this firecracker of a talent.

I’ll start you off with some stats Phaedra shared:

  • Average age of a gamer:  34
  • Games designed for women: 43% of PC games and 33% in general
  • Households that play video games multiple times per week: 67%

Today your average gamer is not just some young guy locked in his mother’s basement.  Your average gamers include employees, analysts, mothers, and business professionals named Phaedra and Melody.  As Phaedra pointed out, the first game advertising, for Atari, was aimed at the whole family.  Then there was a massive shift that aimed advertising exclusively towards boys.  However, once Nintendo Wii came out you started to see advertisements for the whole family again.

Healthcare at Play

Games are great at explaining complex systems.  There are fewer places one can find complex systems than in the micro and macro worlds of healthcare.  In healthcare we’ve seen games of multiple types.  Here are some great ones:

  1. Games that help modify user behavior: Phaedra pointed out Humana’s pioneer stance in the world of serious games in healthcare with their Horsepower Challenge.  Using the craze the followed games like Dance, Dance, Revolution, Humana used “exergaming” in 2009 to challenge 20 members of Congress and 2,000 5th and 6th graders nationwide as they “raced” across the country by taking steps with a pedometer.  She also harkened back to a healthcare game I mentioned in a post back in 2011, namely Re-Mission.  In Re-Mission, a nanobot named Roxxi is injected into the human body to fight particular types of cancer at the cellular level. Those playing the game are also asked to monitor the patient’s health and report any symptoms to the fictional Dr. West.  Each level of the game informs the player on a variety of treatments and on the importance of staying compliant with medical protocol.  HopeLab trial studies, that were published in peer-reviewed journals, revealed that playing Re-Mission led to more consistent treatment adherence, faster rate of increase in cancer knowledge, and faster rate of increase in self-efficacy. Most notably are blood test results, that showed the measured level of chemotherapy drugs in blood to be higher in players versus the control group.
  2. Clinical learning labs: These are the types of gaming environments where practitioners can train in virtual learning labs on an avatar.  A great one is foldit: Solving Puzzles for Science.  foldit, funded through a University of Washington grant, is an attempt by game developers to crowdsource scientific research.  Within a few paragraphs of texts, the gamer is educated on what proteins and amino acids are and why their shapes, and what those shapes fold into, are important.  The goal is to have human “protein folders” work on proteins that do not have a known structure.  Scientists can then take folding strategies that human players have come up with while playing the game and automate those strategies to make protein-predicting software that can fight HIV and cancer more effective.  Beyond protein prediction, protein design has even more direct implications to disable a virus.  Thus far there are not many automated approaches to protein design, so foldit’s human folders are a great source of research.

This is all gamification, right?

Gamification is the term we use to describe serious games that go beyond strictly trying to entertain.  They have a “higher purpose”, so to speak.  Designers use game techniques to get players to do something not game-like at all.  The possibilities in healthcare, as shown above, are truly limitless.  However, this has brought us an industry that is absolutely flooded with games.  However, as Phaedra points out, they are crippled by one false assumption created within the foundation of many of these games.  That is:

A gamified experience includes scores, leaderboards, and badge systems.

Let’s be clear.  Games can include scores, leaderboards, and badge systems.  However, not everything that includes scores, leaderboards, and badge systems can be called a game (at least not an effective one).  Instead, they are often just Chocolate Covered Broccoli.  A user will try it out, realize this is not what they ordered, and spit it back out again.

If you want to develop a serious game that works, you must, better than anyone else, understand the purpose of your game.  You must know to whom your game is targeted.  You must devote a lot of time to figuring out what motivates your intended audience.  That understanding must be crystal clear before you even consider how the game should be designed.  Document, in detail, what your experience needs to communicate with the gamer.  What kinds of puzzles best match this experience? Then consider what type of game genre matches these puzzles.  Lastly, consider what platform would need to be used to help the gamer bring action to play.

Building a game that is based on what motivates your audience is what makes a serious game a game.  Otherwise, all you have is Chocolate Colored Broccoli.

If you are interested in gaming, a source you can check out is Phaedra’s new book “Serious Games for Business: Using Gamification to Fully Engage Consumers, Employees and Partners”, which includes contributions by another great mind I met at IBM Connect, namely Peter Fingar.

Connected Health Trend Countdown: #4 Reaching the Mobile 91%

Top Ten

Quick, grab your mobile phone. It’s pretty close at hand, I’m guessing. Hence, our next trend in the 2014 Connected Health Trend Countdown:

Trend #4: Gamification, Quantified Self, and the Internet of Things

You are undoubtedly part of the 90% of the world’s population that is covered by a commercial wireless signal.  According to Pew research, there is 91% U.S. adult adoption of mobile technology and 56% adoption of smartphones.  This behemoth adoption rate means a couple of things for the healthcare industry:

  1. In any attempt to reach as many consumers as possible it is necessary to be where consumers are in order to “get into the conversations they are already having in their head” as we say in marketing speak.  There is no easier way to reach 91% or more of the population using one medium.  I dare you to find one.
  2. In a world with severe healthcare resource constraints, mobile technology can be a major “force multiplier” by empowering both patients and clinicians with the information they need to make informed decisions that range from  healthy living habits to the monitoring of a disease state.

With a cellphone in almost every hand, the expansion of wireless networks presents  us with an opportunity to reach those who are currently isolated by distance and lack of communication.  How amazing is that?

Now to some definitions.  If you haven’t heard of them before, then here they are:

Care Everywhere

A report titled Gaming to Engage the Healthcare Consumer points to three trends driving healthcare organizations, and health plans in particular, towards gamification.  These include:

  • the trend toward value-based care
  • the increasing role of the patient as consumer
  • the millennial generation as desirable health insurance customers.

As mentioned by mobihealthnews in Four Factors Driving Gamification in Healthcare, a fourth trend, namely the increased proliferation of smartphones and tablets mentioned above, was not mentioned in the report but does underscore the conclusions in the report.

Another study ranked the top ten patient groups that reported the highest adoption of mobile health solutions, which you may find interesting:

  • Cystic fibrosis
  • Growth hormone deficiency
  • Acne
  • Hepatitis C
  • Migraine
  • Crohn’s disease
  • Chronic kidney disease
  • Generalized anxiety disorder
  • Bipolar disorder

Mobile Preventative Health

My personal favorite topic in the area of mobile health is preventative medicine.  A comprehensive review of mobile health studies, including those created by CINAHL, PubMed, EMBASE, MEDLINE, and PsycINFO between January 2005 and August 2010, focused on the effectiveness of mobile health to impact preventive health behaviors.  Study results show that app and text messaging interventions resulted in reductions in body weight, waist circumference, body mass index, sugar-sweetened beverage intake, and television screen time. You can check out more details on the effectiveness of text messaging programs in a post that I wrote entitled “Texting Bridges the Mobile Health Digital Divide.

A really interesting growth area for both mobile and preventative medicine comes in the area of “wearables”.  These are all of those digital devices, FitBits, JawBones, etc. that consumers, as the name implies, wear.  Juniper Research projects that the wearable technology market will be worth $19 billion by 2018. There is ongoing debate over whether mobile health applications and wearables should be governed like traditional medical devices.  Anyone who knows anything about the medical device industry knows that there is barely a movement that can be made without compliance lawyers getting involved.   The FDA issued final guidance on the topic stating that they intend to exercise discretion for the majority of mobile apps since they pose minimal risk to consumers. However, the FDA intends to focus its regulatory oversight on the subset of mobile medical apps that present a greater risk to patients if they do not work as intended.   These are defined as apps that:

  • are intended to be used as an accessory to a regulated medical device – for example, an application that allows a health care professional to make a specific diagnosis by viewing a medical image from a picture archiving and communication system (PACS) on a smartphone or a mobile tablet; or
  • transform a mobile platform into a regulated medical device – for example, an application that turns a smartphone into an electrocardiography (ECG) machine to detect abnormal heart rhythms or determine if a patient is experiencing a heart attack.

Mobile medical apps that undergo FDA review will be assessed using the same regulatory standards and risk-based approach that the agency applies to other medical devices.  One such app is BlueStar.   BlueStar is a prescription only diabetes app that provides reminders for nutrition and medication adherence.  The app works on computers, smartphones, and tablets.

The private market has also generated a Health App Certification Program named Happtique. Happtique has been around for several years, and the program intends to complement the work of the FDA.  They have introduced a set of standards for health apps that fall into that “not so risky” medical app territory.   

Are you still there?  Good.

Getting patients to engage with their practitioners and medical protocol isn’t just some luxury we should all aspire to.    The price tag associated with the disengaged consumer has cost too much for too long.  Now there are great options like gamification that help make adhering to better health practices attractive to consumers.  Whether is it making it easier for the already exhausted cancer patient to follow complicated medical protocol or letting a child win a cartoon monster for taking their asthma medication on time, mobile health provides cost effective options for healthcare’s most expensive problems.


Swallowing Sensors Gives New Meaning to the Quanitifed Self

You’ve heard of wearables in healthcare technology, but have you considered swallowables? Swallowing a piece of electronics is something that people are actually willing to try.

Forrester Research's version of of the famousVitruvian Man

Forrester Research’s version of of the famousVitruvian Man

Just this morning, Intel released results from a very compelling study on a range of consumer interest in electronic “wearables” and monitors. They asked people how willing they are to try:

  • Wrist monitors that can monitor things like respiration, blood pressure, heart rate and more, without a cuff – you’ve seen these in Nike Fuel Band and the FitBit Flex, among others.
  • Toilet sensors – you read that correctly.
  • Prescription bottle sensors
  • Blood pressure cuffs
  • The swallowable sensor
  • and more
Eric Dishman (@EricDishman) of Intel spoke with the Wall Street Journal today about the study by Intel. Watch the video below.
More than 80% of those surveyed said they were willing to share “de-identified data” to help further science and cures, so security of information is as important as ever.

Healthcare Games Aren’t for Everyone

This morning, I read an article called “Stop playing games with healthcare” about gamification being “a buzzy word, not a real fix” for healthcare. The author, Ryan Bradley, sat in on a case competition earlier this year where teams pitched ideas that would leverage IT to transform and improve healthcare.

Immediately, a theme emerged, and the theme was games. “How do we gamify healthcare?” a presenter on one team asked, rhetorically, after listing off the growing toll chronic diseases take in both developed andHealthcare game developing nations… One of the many difficulties in treating chronic diseases is that one must adhere to a strict medical regimen and see it through to the end of its prescription. Chronic disease demands chronic medication. Taking medication is no fun, but the idea that it might be made a game is, at least, as old as Mary Poppins.

Team after team presented ideas centered on using gamification to make adhering to medical regimens more fun, or at the very least less of a chore.

As the day wore on, one of the Merck representatives finally asked, in exasperation, “Why would you make a game out of taking a pill? This will never be fun,” which is true. When the goal is good health, the “upshot should simply be getting well,” she added… Teams argued that the data gleaned from users playing games, competing for arbitrary points to improve their diets or take their drugs, would help pharmaceutical companies design better drugs. “I don’t see that happening,” another Merck rep said, flatly.

The author made some good points about gamification – it’s not ever going to be “fun” to take a pill. It’s difficult to make patients write in food diaries, keep a log of their medication times, or track activities. However, there is a growing group of people who track their own health data already – members of the quantified self.

Gamification may not be the answer for every diet, disease, or drug in healthcare. But for those who are already motivated to improve their health, it may be just the push they need to get on track.

Gaming and Gamification for Healthcare with the Xbox One

Earlier this week two of my colleagues, Michael Porter and Ryan Duclos, each wrote blogs about the potential uses beyond gaming for the upcoming Xbox One. Micheal explored some of the possible uses in healthcare specifically, from gamification to surgical tool:

Better Healthcare because of Kinect

The HIT Consultant has a blog post on how XBox is transforming gamification in healthcare.  His focus is on the fact that Kinect allows you to move and that moving is healthy. He also has a great quote on what the next version of Kinect will do.

During a presentation for the new Kinect, Microsoft showed off this feature and allowed the media to talk about it, as in these observations by Matt Hickey, shared by fellow Forbes contributor Dan Munro:

“10:23: It’s more sensitive, can read more data points of articulation [referring to the new Kinect camera]

10:23: The sensor can read your heartbeat


Enough said about the obvious possibilities of sensors capturing key and ongoing data about your health.  The consumerization of this is nice. My Dad pays a hefty price for a phone hooked up via bluetooth to a sensor that tracks his hear rate.  Kinect in one or more rooms my do the same but for much less $$.

Kinect as a Surgical Device

Almost two years ago I walked into a hospital IT director’s office and saw the Xbox and Kinect just sitting there.  He explained that it was a beta app for remote surgery.  Well, one hospital in Canada has a video on what they did with Kinect.

So yes, there is a lot of potential for Xbox in Healthcare and Xbox One is bringing up to a new level.

The Xbox One, coupled with the Kinect, has the potential to get users moving and gamify their health. With the ability to read heart rate it could also translate into a quantified-self tracking tool. What other potential uses could the Xbox One provide to healthcare consumers and providers?

Are you sensing my stress?

Stress is a killer and each of us struggles with controlling stress in our own way.  Often stress relief comes in the form of equally destructive behaviors including over-eating, smoking, watching too much television, etc.  As a result, stress is a serious contributing factor to higher healthcare costs in the form of heart attacks, cancer and many chronic illnesses.  The challenge is that stress is hard to control and, worse yet, it can really snowball out of control.

Over the years, there have been many ideas to help people reduce stress: meditation, exercise, calming music, hobbies and, of course, beer drinking.  At Perficient, we like solutions that use gaming or gamification to reduce stress.  One interesting approach is a small device call the PIP biosensor. The PIP biosensor is a Kickstarter project that aims to help folks mediate stress by objectively measuring symptoms, digitally visualizing the results, and then gamifying stress reduction. It’s the latest in an avalanche of sensors aiming to increase body awareness and health.  Read the rest of this post »

Gamification: Playing a Game to learn how to create one?

At Perficient, we have been focusing on using gamification in healthcare applications to improve the patient engagement experience and help consumers of healthcare enjoy the experience more.  One of the challenges of gamification of a mobile healthcare application or creating a social media community experience is designing the game and the interaction process with the end user.  Clearly, there are multiple goals to keep in mind when creating a fun and engaging exchange and it is fascinating that a UK company called “addingplay” has created a toolkit for gamification, simply a game to help a game designer create games!

The idea that you can “stretch your imagination through the power of play” makes real sense when creating a great user experience or gaming application for patient engagement.  Today’s presentation of graphical user interfaces largely lack the “wow” experience that we have grown to expect from our mobile or tablet based experiences, especially the interactive or discovery process that makes games fun.  Adding Play has broken the process for creating a game down into a series of cards matching the four major components of a great game:

  • Motivators – what are the underlying reasons for playing this game?
  • Victory Conditions – how does a player succeed in this game?
  • Game Mechanics – what are the rules, processes and dynamics that define the game play
  • Social Mechanics – defining the core social interactions between players (competition is fun!)

Read the rest of this post »

Business Gamification in Healthcare: What are 3 practical uses?

In the months after Perficient published a whitepaper on Gamification, the interest from our readers has been gratifying and it seems to be time for a follow-up to that interest.  Business gamification is the use of game mechanics and user interfaces in business software.  What are the practical uses of gamification in a healthcare workplace?  Here is a fresh look beyond the well-known fitness and wellness applications:

  1. Agile project management for implementing EMRs
  2. Training staff on new documentation requirements for ICD-10
  3. Maintaining a high level of commitment to quality measures and patient safety

Agile project management

Most healthcare organizations are in the grip of too many projects and desperately need a way to streamline project management and keep project team members highly engaged.  If that is your situation, then check out and their Agile Project Management that uses badges, rewards leaderboards and real-time Twitter feeds to drive a “what’s next” methodology.  This innovative software uses gaming elements including fifty unique badges that can be unlocked by meeting project goals and deadlines.  Completing key milestones in a project can earn a participant Reward Points that can be cashed in for gift cards or lunches with executives.  Red Critter Tracker uses a drag and drop user interface that should improve project management updates as well.  Red Critter has been developed for multiple team management, traditional time tracking and effort estimation and real-time team messaging.  Most EMR implementations that span multiple institutions need easy to use and yet powerful project management tool that can coordinate communications in a simple To Do style view.

Staff Training on ICD-10 Documentation

Forbes recently named Badgeville ( “America’s Most Promising Company.”  Badgeville views gamification as a modern business strategy that uses proven techniques from social gaming to measure and influence behavior. They believe their techniques can be applied across virtually any user experience where increasing specific behaviors add value to a business or organization. Using advanced gamification techniques, such as levels, missions, and tracks, Badgeville clients experience 20 to more than 200 increases in key business objectives.  Their “Behavior Platform” appears to be just what the doctor ordered for the big cultural shift required in tougher documentation standards required to justify ICD-10 codes used for billing in healthcare.  The mission would be to meet or exceed the required standards and language for ICD-10 for each key medical procedure and gamification could manage the improvement through levels for key medical professionals.  The game elements could make the learning process more interesting, possibly playful and morale-boosting rather than intrusive for already busy people. Read the rest of this post »

Encouraging Accountability and Good Behavior

Patients are demanding affordable healthcare, providers are asking for fair reimbursements and payors are suggesting that rendered care should be medically necessary and of high quality to be reimbursed.  It is a rather convoluted situation where accountability lives with each player – but is legally placed on the provider (for the most part).  After all, taxpayers can’t file a suit against Medicare and Medicaid recipients for negligence because they made poor choices that led to exuberant healthcare expenditures which ultimately were paid for with taxpayer revenues.  Providers can’t claim gross negligence on behalf of patients for making poor choices that decreased a provider’s outcomes and overall ratings.  This disconnect between accountability and the players lends itself to an ineffective healthcare system.

Because healthcare providers and payors are both striving to increase the wellness of patients, it is reasonable to assume that they must work together to increase outcomes and decrease overall costs by holding patients/members accountable for decisions that impact their health.

Step I: Identify the problem (HRAs)
Suggestions to include patients in the accountability circle must begin with a health risk assessment (HRA).  According to the CDC, a HRA is “a systematic approach to collecting information from individuals that identifies risk factors, provides individualised feedback, and links the person with at least one intervention to promote health, sustain function and/or prevent disease.”  Patients voluntarily agree to participate in the assessment so that their care can be better suited to support them and their specific needs.

Step II: Classify the Problem (Population Health Management)
An HRA is the first step to population health management, which is known to increase outcomes and decrease health related costs by closing gaps in the care continuum.  By identifying and attaching the root cause (i.e. behavior and choices examined within the HRA), population health management uses evidence-based practices to change the overall health of individuals.  Population Health Management categorizes all individuals and suggests treatment for low and high-risk patients.  The result is a healthier population in the long run by encouraging preventative services and providing disease management.

Step III: Treat the Problem (Gamification)
In a recent WSJ article, Anna Mathews examines how payors are using digital gaming to impact member’s health.  These games are used to promote positive healthcare decisions by rewarding individuals based on choices that affect their health.  United Healthcare VP, Bob Plourde, claimed that digital games are used to get members “engaged and excited.” The Humana CEO also claims that the games make positive impacts and the members find them “motivational.”  An Aetna executive claims that their digital version leaves members eager to come “back for more.”

Gamification is emerging as a real care management solution, because it is tied to increases in outcomes.   Some groups claim that their games will help society overcome epidemics such as smoking and obesity by rewarding good behaviors which are associated with better health.  How does it work?  For the most part gamification relies on the compounding effect of small daily choices for its success.  It works because it gets patients accountable for the decisions they make and they are rewarded with positive reinforcement when good choices are made.  While not all of us are intrigued, it appears to be a step in the right direction and considering the overall health of our population – nothing is off the table.

What “Angry Birds” teaches us about Mobile Apps

Once upon a time, when you took a stroll down the aisle of an airplane in mid-flight, you would see lots of people playing solitaire on their Windows laptops.  Today, you see many, many more people engaged in intense concentration on game of “Angry Birds.”  Angry Birds is an addictive, fun, easy to play game that, in my humble opinion, teaches some important concepts that are applicable to building successful mobile applications, especially for healthcare.

One of the questions that I get asked frequently about mobile healthcare applications is “What can we do to make physicians, patients, or plan members ‘lock in’ to our organization?”  When I hear this question I immediately think of the concept of stickiness. The concept of the stickiness factor comes from Malcolm Gladwell’s book called The Tipping Point and it is explained as an approximation of churn – the secret sauce that helps an organization understand their customer’s lifetime value and maximize revenues.  According to Gladwell, there is a simple way to package information that under the right circumstances can make it irresistible; all you have to do is find it.  One of the clever ways that Angry Birds gets this stickiness factor is to package the game play for easy starts and stops.  One round only takes a few minutes – win or lose.  The game player can start and finish a game while waiting on their lunch to heat in the microwave.  The take-away is that user experience makes a big difference in stickiness to keep them coming back.

The second thing to learn from Angry Birds is the power of incorporating social media into the experience. The ability to share game results with friends, brag on success of the various levels of difficulty and share the experience is another key strategy.  Focus groups and opinion leaders, called mavens by Gladwell, within your target demographic are powerful ways to learn how to influence key members of society that, in turn, influence the masses.  Feedback from the fanboys to improve on the mobile experience is key – listen, improve and repeat.  Angry Birds quickly adapted in the early days to add more interesting birds, tougher forts and more challenging levels.

The third key concept that Angry Birds taught us is to treat the mobile application as a platform.  Platform is a term that is often used incorrectly, but in this instance, a platform is defined as a series of components or modules that can be extended over time.  A demonstration of the platform concept was Angry Birds Seasons.  The original Angry Birds platform was extended using themes – holiday themes in this second version of the game.  One of the key principles of a platform is the idea that what the end user had learned so far transfers to the new game – no big learning curve for something new.  The ability to extend the application without forcing the user to start over with new skills is critical to the successful of a mobile application, and maybe any application.

Finally, my favorite lesson from Angry Birds: Allow people to fail, fail fast and start over easily.  How often have you used a mobile application that the slightest error was a massive set back sometimes meaning you lose all of your hard work.  All mobile apps should have the Angry Bird big counter-clockwise “do over” icon.  People will make mistakes, struggle with mobile applications and suffer from learning curves.  A great mobile application will make it easy to fail, fail fast and start over on the right track.  And you thought it was only an addictive game…

Is Tonic Health gamification the cure for what ails me?

Back in August I wrote a piece entitled, “What is the Greatest Mobile Health Challenge?”  In this post I asked what the greatest challenge that gamification could solve.  My answer:

Providing interoperable records that take the burden of collecting and distributing health data away from the patient.

Those managing chronic disease are often meeting with various clinicians depending on specialty and treatment protocol.  It often falls upon the patient to manage their health data.  Those with chronic disease can be bounced around like pin balls collecting data from one provider to the next so that they can get the best care possible.  This becomes patient as a manual ETL, and it is unacceptable given the technologies that are available today.

Providers should be enabling patients by providing an engaging environment where they can interact with their data seamlessly and in a format they can understand.  The objective should be to build a system that makes data collection seamless and secure.  With their data in the palm of their hand, mobile technology can be used to help patients manage their chronic illness in partnership with their providers.  All of this would happen through a joint partnership between physician and patient toward the ultimate goal of wellness.

Gamified Data Collection

Once health data is properly integrated and provided to the patient in mobile format, that information can then be integrated into disease management apps that engage the patient in managing their care.  By balancing every day care with the engagement provided through mobile applications, patients are truly enabled in their care.

With my eye on the prize of gamified medical records, I regularly comb the news for information on healthcare gamification.  Early this week I came across an article on Springwise about a solution called Tonic Health.   Tonic Health is used to make patient data collection engaging and reliable through a gamified iPad-based platform.   By using Tonic Health, providers can rid their offices of clipboards and make the data collection process more enjoyable for patients.  Another plus to this system is that its graphic interface makes it easier on the elderly or those that struggle with literacy.

So, is this the cure for what ails me?  Not quite, but I think we just got one step closer.

New Perficient White Paper! Healthcare Gamification: Is it Time for Physicians to Prescribe Gaming to Patients?

There is a new buzzword floating about town. That word is “gamification”. So, what is it, and why does it have everything to do with the fastest moving trend in healthcare technology?

In their great piece on gamification, Mashable defines the term as “the use of gameplay mechanics for non-game applications. The term also suggests the process of using game thinking to solve problems and engage audiences.” Gamification is seen as the next frontier in mobile, web, and social technology. Industries far and wide are climbing on board with the trend in hopes of engaging consumers. In this age where patient engagement is at the fore, healthcare organizations can certainly profit from this trend more now than ever before.

Download this gamification white paper now to find out how the “mass customization” of healthcare technology can adapt according to the needs of each patient, engage them at the point of care, and translate that into adherence to protocol.