EHiN 3 – session E3: Gamification, The Power of Playing

Gamification in healthcare is gaining popularity to look for creative ways to engage patients.  In the broad perspective, game technologies is a means to improve health and the delivery of health care.

It’s not yet clear whether this approach — mixing self-monitoring and entertainment — is yielding the type of traction and adoption that will ultimately lead to sustainable patient behavior modifications and improved health outcomes. However, there is a chance that there will be significant growth in this area over the next several years as more patients adopt a consumer mentality about their health and wellness.

Moderator: Kristine Jorskogen, gamification student at NTNU

1. Playing with transformation to prevent negative innovation

By Jurriaan van Rijswijk, Games for Health Europe

Shaping the future of healthcare requires disruption – a leap to change. Creative construction as innovation principle means putting patients and healthcare professionals in position to become positive change agents. Creative destruction however is disruption like Uber and AirBNB. This kind of negative innovation only focusses on optimisation of a suboptimal system that in the end won’t lead to improvement and positive change. In this presentation Jurriaan van Rijswijk, founder of the Games for Health Europe Foundation explains how play enabled can improves health care and happiness of people with solid scientific research and plenty examples.

Link to presentation:

https://prezi.com/ejoqtwwql- x0/play-to-transform/

2. How to enable children to grow their communication skills

By Marie Moksness

Superplus improves the lives of children with special needs through augmented and alternative communications tools. The app SuperSpeak facilitates communication between children with special needs and their parents, caregivers and therapists. SuperSpeak’s Play feature enables children to grow their communication skills through visual vocabulary games with personalized rewards. Superplus uses gaming world strategies, clinical research and practical teaching to provide a new way for children with special needs to gain confidence and master their everyday challenges. For more information, visit www.superpl.us.

3. The use of videogames in rehabilitation of neurological diseases – examples from clinical practice

By Truls Johansen, Sunnaas Rehabilitation Hospital

EHiN 3
Location: EHiN 3, room 3 Date: November 16, 2016 Time: 13:00 - 14:15 Jurriaan van Rijswijk Marie Moksness Truls Johansen