Professional Documents
Culture Documents
you ever found yourself at the beginning of something big, and not realized it un7l later, when you could look back? I am lucky enough to have experienced this 3 8mes. First, while building 2 dental prac8ces, one of which focused on the mind/body connec8on for behavior change, Second, while working as a healthcare analyst on Wall Street and, Third, most recently, when I became a digital health analyst and consultant Beginning in 2009, my curiosity led me to interview over 100 experts across mul8ple diverse disciplines. While researching Mobile Social Games for Health, I met a variety of academics, hardware and soJware engineers, behavioral and cogni8ve psychologists, as well as gaming and entertainment professionals. Next, in researching Big Data in Healthcare - Hype and Hope, I met technology people along with data scien8sts and analy8c experts. Most recently, I have goMen to know leaders in neurogaming, as well as those in cogni8ve health and well-being communi8es. It is no secret that I love the gaming community; who, alongside technologists, have reignited sparks of crea8vity that have become dimmed in healthcare.
My
Ahah
moment
in
my
original
research,
was
when
I
found
an
emerging
ecosystem
of
experimenters
trying
to
trigger
behavior
change
across
the
disease
spectrum-
from
health
and
wellness
to
chronic
disease
and
addic7on
Star8ng
at
your
leJ
at
the
Wellness
side
of
this
visual,
I
found
an
expanding
deni8on
of
health
to
include
life
balance
and
self-improvement.
The
societal
shiJ
in
aQtudes
toward
health
and
wellness,
with
consumers
leading
the
way,
shows
in
the
rise
of
employer-sponsored
employee
wellness
games.
Social
networking
can
bring
people
together
within
a
trusted
environment
to
share
informa8on
and
work
toward
common
goals.
Social
games
encourage
three
behaviors:
teamwork,
friendly
compe88on
and
accountability.
Brain
Games
is
an
exci8ng
applica8on
of
game
technology
that
takes
advantage
of
a
new
understanding
of
brain
plas8city.
Disease
Management:
Interes8ng
to
us
provider
types
is
whether
these
principles
will
work
in
chronic
disease
management.
Early
signs
are
posi8ve:
Mobile
games
are
nding
a
place
in
disease
management,
making
mundane
tasks
more
fun:
glucose
monitoring,
diet,
exercise,
insulin
and
other
drugs;
and
developing
a
support
network
of
like
people.
Of note, back in 2009 I no8ced an expanding deni8on of health and wellness, which included habit design and self-care. Remember this theme, we will see how it has evolved. 2
My latest research tapped into a fountain of innova7on in the mobile social games for health space. WHY? A convergence of many factors: Ease of entry, technology advances, Recep8ve end-user markets (smart phones, ubiquitous connec8vity), Access to capital and increasing interest from healthcare organiza8ons The gaming market has grown, especially among women and people over 30 yrs old with 55 percent of gamers playing games on their phones or hand-held devices. Gamica8on, ini8ally overhyped, may nevertheless be a useful engagement tool. According to a Gigya study of billions of user ac8ons with partners like Pepsi, Nike, and Dell, adding gamica8on to your site boosts engagement by almost a third. Albeit slowly, I think we are beginning to see a societal shiJ in the importance of health and wellness as shown by 1. the governments eorts -Mrs. Obamas campaign, Regina Benjamin 2. celebri8es such as Sanjay Gupta, Dr. Oz, Deepak Chopra at the CES are trying to make tness cool. 3. more self-insured employers are embracing health and wellness as part of a produc8ve culture.
This
fountain
of
innova7on
has
fueled
wild
growth
in
our
ecosystem,
but
it
also
means
a
high
signal- to-noise
ra8o
for
guring
out
what
works.
Our
new
ecosystem
has
many
more
companies.
Not
only
do
we
have
those
chasing
cogni8ve
health,
but
there
has
been
a
spurt
in
corporate
wellness
programs
using
social
games.
There
are
also
next- genera8on
companies
rening
their
approach
to
behavior
change.
New players include: Blue Marble Akili Interac8ve Cognit Fitocracy Mango Health, Lark Shapeup Limeaide Omada Health
I set the results bar high to select this years 4 case studies: Lumosity OneHealth
Lets
step
back
and
examine
where
pockets
of
evidence
are
building:
In
childhood
obesity
-
Zamzee,
an
ac8vity
tracker
with
a
mo8va8onal
experience
wrapped
around
it,
did
12
studies
with
over
1000
kids
and
found
that
they
those
who
used
both
the
mo8va8onal
experience
and
the
accelerometer
moved
60%
more
over
a
6
month
period
than
those
who
just
had
the
accelerometer.
With
these
results,
the
program
is
now
being
used
as
a
tool
along
with
exis8ng
child
obesity
diet
programs
and
camps.
In
corporate
wellness
-
Shapeup-
invested
in
research
early
on
-
5
peer-reviewed
ar8cles
in
scien8c
journals
-
with
more
in
the
pipeline.
Showing
that
using
teammates
and
social
compe88on
can
help
increase
physical
ac8vi8es
and
weight
loss.
In
addic>on
relapse
-
One
Recovery,
now
One
Health,
in
Pilot
with
a
Na8onal
Health
plan
they
found
a
58%
reduc8on
in
readmissions
and
a
$1.4
Million
in
cost
savings
In
diabetes
preven>on-
Omadas
Prevent,
the
digital
version
of
a
2002
Diabetes
Preven8on
Program
known
as
DPP,
in
a
27-center
study
with
over
3000
pa8ents-
they
found
that
a
modest
weight
loss
of
5-7%
could
reduce
type
2
diabetes
by
58%.
All of the companies agree that their established evidence base has been invaluable as it has provided them instant credibility during their discussions with insurance companies and self- insured corpora8ons. 5
One strand of evidence is adop7on: Who is using these tools? I would have guessed that most of the apps are being used for diet and exercise, and I was surprised to nd out that, according to a recent study of US broadband households conducted by Park and Associates, 70% are using these tools for memory training.
The interest in memory training is spurring a robust ecosystem of brain training and brain tness companies such as: Lumosity Dakim Posit Cognit Brain Science Akili Interac8ve At the Consumer Electronics show this year, I began to think that consumer interest is expanding beyond brain games and brain tness to a broader context of the mind/ body connec8on and the desire to pursue cogni8ve health and wellbeing. Im s8ll working on that one, so stay tuned for my next report.
Lumosity has created dierent types of games to train dierent areas of brain health, including problem-solving, memory, and brain exibility. Lumosity was founded in 2005, raised 67.5 M, and is using the proceeds to fuel rapid growth. This direct-to-consumer brain games company now has 40M users, with 10 M unique visitors a month. Click above to enjoy a video demo of their 3 new games. There is new evidence in an independent study of chemo brain in post chemotherapy breast cancer survivors, that showed that Lumositys cogni8ve training led to signicant improvements in cogni8ve exibility, verbal uency and processing speed.
Now
what
is
behavior
change
and
why
is
it
so
important?
Everyone
engaged
in
health
care
is
in
the
behavior
change
business:
we
are
nudged
to
eat
less
and
exercise
more,
follow
recommended
diagnos8c
screenings,
take
all
your
medicine
on
8me,
dont
put
o
a
visit
to
inves8gate
suspicious
symptoms
and
of
course
oss
your
teeth
every
day.
As
shown
in
this
visual,
one
way
to
think
about
using
technology
tools
to
nudge
Behavior
Change
is
as
a
series
of
cumula8ve
small
feedback
loops.
A
simple
feedback
loop
can
be
described
as:
the
user
engages
with
the
mobile
tool,
data
is
captured,
feedback
is
created.
This
could
be
a
simple
reward
system
for
ossing
your
whole
mouth
one
8me
per
day.
More
complex
feedback
loops
involve
mul8ple
itera8ons
such
as
changing
your
sleeping
rou8ne
or
your
ea8ng
and
exercise
paMerns.
The
ul8mate
goal
is
to
foster
healthy
behavior,
but,
as
we
know,
changing
paMerns
of
behavior,
or
comfortable
rou8nes,
is
not
easy.
The
ques8on
of
using
tech
tools
to
nudge
behavior
change
has
recently
become
interes8ng
to
many
more
designers,
so
much
so
that
there
is
a
meet-up
with
over
1000
members
called
Habit
Design.
Kudos
to
Michael
Kim
who
leads
this
group
of
imagina8ve
professionals.
Now
that
we
have
thought
about
geNng
started
and
geNng
going,
we
are
now
set
to
explore
how
we
stay
on
track.
Many
of
us
think
that
social
networks--peer
pressure
and
support--plus
user
data
analy>cs,
could
help
us
stay
on
track.
Alcoholics
Anonymous
and
Weight
Watchers
have
been
helping
people
oine
for
decades,
with
real
success.
As
you
can
see
in
this
visual,
there
are
several
dierent
kinds
of
social
networks
which
oer
uidity
and
exibility
not
seen
in
the
oine
world
Informa8on
networks
such
as
Everyday
Health
Pa8ent
support
networks
Alliance
Health
Research
networks-
PaCents
Like
Me
,
Genomera
Yet,
people
are
complex,
and
inuencing
everyday
choices
is
not
a
one-size-ts-all
solu8on.
Just
as
social
networks
come
in
many
avors
so
do
data
networks
For
some,
the
output
of
biometric
data,
data
coming
from
body
sensors,
will
help
them
to
nd
their
way.
For
others
of
us,
large
sets
of
user
data
may
also
help
developers
understand
human
behavior
and
close
the
feedback
loop.
The
key
may
be
in
experimen8ng
with
peer
to
peer
support
networks
and
data
analy8cs
with
a
mix
and
match
approach-
using
more
or
less
of
each
tool
as
needed
and
discovering
which
suite
of
tools
will
work
for
whom
and
when.
10
As consumers embrace Lumositys brain games, corpora7ons are embracing games to spur employee wellness. What are social games in the workplace? Small teams, put together in the workplace can play social games which encourage teamwork, friendly compe>>on and coopera>on. Accountability is an interes8ng mo8vator, because people feel obligated to par8cipate so they do not let down their team members. Building upon basic human nature desire for compe88on, status and peer recogni8on, social games can help support and promote a posi8ve collabora8ve culture
11
Exemplifying
the
power
of
social
games,
Shapeups
par8cipants
have
collec8vely
lost
one
million
pounds!
Click
on
the
link
above
to
watch
the
video
that
shows
how
their
programs
use
social
networking,
peer-to-peer
healthcare,
game
mechanics
and
behavioral
economics.
As
far
as
using
social
games,
Shape-up
is
one
of
the
oldest,
clinically-proven,
technology-based
social
wellness
companies
selling
to
large
employers
across
the
globe.
The
peer-to-peer
networks
form
a
grassroots
campaign
to
recruit
team
par8cipants,
using
social
support
and
group
mo8va8on
and
accountability
to
create
engagement.
Now
they
have
added
individual
and
team
coaching
to
their
suite
of
services.
As
a
data
point
relevant
to
corporate
wellness,
Rhode
Island,
in
a
state-wide
wellness
challenge,
over
the
past
seven
years,
found
that
more
than
70,000
Rhode
Islanders
have
par8cipated
in
their
programs-
walking
millions
of
miles,
losing
thousands
of
pounds,
and
proving
that
teamwork
is
a
powerful
prescrip8on
for
taking
control
of
our
health.
Shapeup began in 2006, covers more than 2 million lives across 200 employers and health plans, raised $5M series A in 2010, and they are now protable.
12
When
I
asked
What
is
working?
Three
elements
emerged
in
common
across
companies
EPI-
Engage,
Personalize
and
Iterate;
all
united
by
a
need
to
demonstrate
eec8veness
with
some
kind
of
evidence.
First,
capture
peoples
interest
engage
them
with
the
use
of
gaming
elements
such
as
reward,
status,
achievement,
self-expression,
compe88on
and
altruism.
Once
people
are
engaged,
it
is
cri8cal
to
create
evidence
that
the
tools
work.
The
second
element,
is
personalize,
custom
approaches
are
essen8al
to
successful
behavior
change.
There
is
no
one
size
ts
all
in
behavior
change,
and
giving
people
what
they
need
at
the
8me
of
need
is
crucial
to
keeping
their
limited
aMen8on.
The third element is iterate and experiment. This concept is also well known in consumer products, but not yet much recognized in healthcare circles.
13
Pa7ent engagement has been a popular topic of late, with HIMMS publishing a book and conduc8ng a Tweetup on the subject, Health Aairs devo8ng its en8re February issue to the topic, and the RWJ Founda8on and others sugges8ng new approaches. Reec8ng upon my days as a provider, where each dental pa8ent had a dierent view of their needs, it is not surprising to me that the deni8on and measurement of pa8ent-engaged care diers depending on context. Now that the discussion has moved to engagement, evidence of eec8veness seems to be the power trigger. Health plans are demanding mul8ple pilots to prove that the tools will get pa8ents engaged, and keep them ac8ve in treatment. Companies such as Shapeup, One Health and Omada who have evidence, can grow their businesses in the corporate market more quickly.
14
To
get
engagement
and
behavior
change,
there
is
no
one
size
ts
all,
so
personaliza7on
is
essen7al.
Forms
of
personaliza7on
involve
using
incen7ves
as
well
as
data
analy7cs.
There
is
a
lot
of
experimenta8on
with
incen8ves,
such
as
money
or
premium
reduc8ons.
A
recent
survey
of
800
large
and
mid-size
companies
with
more
than
7
Million
US
employees,
found
that
83%
oer
incen8ves
for
par8cipa8ng
in
programs
that
help
employees
become
more
aware
of
their
health
status.
Aon
HewiM's
survey
shows
almost
two-thirds
(64
percent)
of
employers
oer
monetary
incen8ves
of
between
$50
and
$500,
and
nearly
one
in
ve
(18
percent)
oer
monetary
incen8ves
of
more
than
$500.
Although
there
is
currently
a
lot
of
experimenta8on
with
extrinsic
rewards-
such
as
money-
the
literature
suggests
that
intrinsic
mo8va8on
is
superior.
This
is
an
area
that
is
s8ll
a
work
in
progress.
Analy8cs
is
another
important
element
of
personaliza8on.
In
brain
games,
Lumositys
machine-learning
algorithms
customize
the
ques8ons-
giving
the
player
the
right
amount
of
challenge
and
in
OneHealth,
they
use
data
to
be
beMer
informed
how
to
tweak
the
product
features.
15
All of our case studies have gone through mul7ple itera7ons of their product, while accumula8ng data used to both iterate the product and improve the experience. Onehealth, which began as OneRecovery, focused on addic8on, has expanded their target markets to include people with mul8ple chronic condi8ons, such as obese diabe8cs. Noteworthy, Lumosity, through their research, called The Human Cogni8on project, is building the worlds largest database on human cogni8on to con8nue to improve and personalize their games. Shapeup began using social games in corporate wellness and has now added coaching Omadas Prevent spent a lot of 8me itera8ng the consumers ini8al product experience, because they learned that good rst impressions were a key element to establishing ongoing trust.
16
Lets see how these concepts work when you build a system with the pa7ent in the center. OneHealth uses a mix of game mechanics and mul8ple online support networks, available 24/7. As we will see in the demo, game mechanics include badges to mark achievement levels, such as going to mee8ngs, geQng a sponsor, sharing a story, journaling. Emo8cons help us share emo8on and empathy. For social support, you can build your own support group with varying levels of privacy, customized to personal needs that can change over 8me. This is very important in the clinical world, where many people suer from mul8ple diseases - such as the many pa8ents who struggle with obesity, depression and addic8on. These same principles have been applied to their new mobile products. One Health started in 2007, raised 16 M dollars to date with a 7 M dollar series A followed by $9M series B.
17
What
if
these
tools
of
behavior
change
could
be
used
to
prevent
one
of
the
biggest
cost
drivers
in
healthcare?
As
shown
in
the
landmark
DPP
trial
back
in
2002,
pre-diabetes
can
be
reversed
through
lifestyle
changes.
It
was
only
recently,
in
2011,
that
Omada
cleverly
gured
out
a
way
to
digi8ze
the
program
using
digital
tracking
tools
(e.g.
weight
scales,
pedometers),
personalized
coaching,
social
support,
and
an
interac8ve
web-based
curriculum
to
mo8vate
healthy
exercise
and
ea8ng
behaviors.
Here
is
how
Omadas,
16
week
course,
called
Prevent
works:
Upon
sign
up,
users
are
matched
into
small
groups
of
12
in
a
private
online
environment,
based
on
age,
body
mass
index,
and
loca8on.
They
are
then
sent
a
Path16
wireless
scale
that
requires
virtually
no
set-up
and
automa8cally
syncs
to
Prevent,
allowing
them
to
transmit
daily
weigh-ins
to
their
private
personal
proles.
The
curriculum
-
1x
per
week,
its
fun
,
and
oers
some
interac8ve
elements,
with
mini
challenges
in
their
skill
center.
Important
aspects
of
the
program
include
the
peer-to-peer
support
from
the
group,
as
well
as
support
from
the
health
coach
Evidence
from
last
pilot
includes:
74%
completed
the
pilot
in
4
months
Mean
weight
loss
similar
to
DPP
-
5-7%
18
A handful of VCs I spoke with agree that it is s7ll early in the cycle of business model evolu7on, however, in corporate wellness, we see 2 dierent approaches to revenue models: Shapeup and One Health charge employers per member per month Prevent is a 2-8er success-based approach, where there is one payment when employees complete the program and another payment when they meet goals On the consumer side: Lumosity uses a monthly fee structure for consumers Noteworthy, Shapeup and Omada are protable. (Shapeup- started in 2005 and has raised $5 M in venture capital funding. Omada- began in 2011 and has raised $5.5 M in seed and venture funding)
19
As you can see in these graphs, all trends are posi8ve showing an Increase in mobile health app downloads, global revenues and venture capital funding. For Mobile Health app downloads, 124 million people downloaded a mobile health app in 2011 and 247 million people downloaded one in 2012. In global revenue, there was 1.2 billion dollar global revenue from mobile healthcare apps in 2011 with 11.8 billion dollars expected in 2018 For VC funding, there was 968 million dollars in 2011 and 1.4 billion in 2012.
20
Reec7ng
back
(in
hindsight)
this
has
been
a
year
of
rapid
innova7on,
so
lets
see
the
up
and
comers
who
are
brave
enough
to
take
on
the
challenge
Up
and
comers
include:
Fitocracy-
The
founders
are
gamers
turned
bodybuilders.
The
online
tness
community
awards
you
with
points,
the
ability
to
level-up,
badges
and
the
strong
social
component
has
created
community
support
with
over
1
m
downloads.
Mango
Health
using
game
design
to
help
consumers
mange
their
health
-
earn
points
for
taking
medica8ons
safely
and
on
8me.
Points
can
be
redeemed
by
major
retailers
such
as
Target
or
by
making
charity
dona8ons
Lark
-using
elements
of
game
mechanics
and
automated
posi8ve
coaching
(with
custom
algorithms)
to
make
sleep
tracking
more
fun-
and
they
have
the
worlds
largest
sleep
database.
Akili
InteracCve-combining
the
best
in
neuroscience,
with
the
best
of
video
games
to
create
a
new
kind
of
cogni8ve
ac8va8on,
beginning
in
the
area
of
execu8ve
func8on
Who would have guessed that game developers, once considered op8onal consultants in health related products, would be key members of product development teams?
21
As we have seen in our 4 case studies -Lumosity, OneHealth, Shapeup, Omada - are mixing and matching elements of game mechanics and peer to-peer support using 3 common success factors: engage the user, personalize the experience and iterate the product. With this explosion of innova8on plus new entrants such as Fitocracy, Mango Health, Lark, Akili Interac8ve, these are exci8ng 8mes. This fan represents an ongoing trend to move the medical system from sickness interven8on to preven8on or well care. This is a model of preven8on based on a con8nuing convergence of data analy8cs and ubiquitous social mobile connec8vity. This convergence is enabling people to proac8vely drive their own behavior change through itera8ve, personalized engagement rather than passive par8cipa8on in data- driven disease preven8on. This is an extension of the expanding deni8on of health and wellness that we rst no8ced in 2009, as seen in our rst ecosystem visual. But this concept is s8ll so new that we don't yet have a word that replaces "pa8ent" to describe individuals ac8vely pursuing beMer health.
22
What
does
this
mean
for
the
future?
As
we
have
seen
in
our
4
case
studies,
in
our
4
up-comers,
and
others,
with
gaming
and
compe88ons
taking
center
stage,
perhaps
it
is
8me
to
individually
and
collec8vely
think
BIG.
Leave it to Esther Dyson to have created HICUUP (Health Interven8on Coordina8ng Council) that uses community wide eorts to get people compe8ng to walk, exercise and eat beMer across ci8es and states. The council is spurring popula8on health and proving the nancial feasibility of preven8ve health on a larger scale
23
I am grateful to the 100 plus companies and the 25 plus mee8ng organizers who have contributed to the analysis behind this presenta8on. I remain ravenously curious to see what will be next!
26
28