#14 Gamification in Therapy

In this blog post, I want to explore the existing approaches to gamification in the field of physical therapy. The goal is to identify current methods, examine the problems they solve, and determine the contexts in which they are most effective.

Additionally, I wish to investigate the question: “What kinds of data can be tracked and utilized in creating a gamified experience?” Depending on the technology used, a diverse array of factors can be monitored, including:

  • Steps, GPS location, distance traveled
  • Heart rate
  • Calories burned
  • Altimeter (vertical distance)
  • Active minutes per day
  • Specific exercises/activities
  • Sleep time/quality
  • Gesture detection
  • Movement detection (x/y/z axis)
  • Accelerometer

Some specialized hardware can track even more specific metrics, such as:

  • Skin temperature
  • Breathing rate
  • Heat loss
  • Sun exposure (UV light)

All these different types of data can be used to create various applications. Here are some examples related to the healthcare industry. But first, a quick definition of „gamification“ is in order. To paraphrase, gamification is the use of game-design elements in a non-gaming context with the goal of enhancing a service by incorporating game-related features that support and enhance the user’s overall experience . Here are some services I found, listed in no particular order:

  • PreOperative Diet App (tracking of food intake)
  • Immersive VR games
    • Football goalie game
    • Catching coconuts that fall from above
    • Laundry sorting
  • Smartphone Apps
    • MySugr Junior app: An app for children and parents to track blood sugar levels for children with diabetes
  • Wii Fit: The Wii Fit Board has been used for several healthcare applications
  • ADHD video game treatment

Also this video is very interesting: Gamified smartphone app helps diabetes patients | mySugr develops amazing, gamified applications to help patients with diabetes manage their treatment. | By The Medical FuturistFacebook | Facebook

Another novel form of gamification, though not perfectly aligned with traditional academic/health settings, is the use of pedometers and step counters by Game Freak and the Pokémon Company. Over the years, there have been many attempts to capture the sense of exploration from the Pokémon games and bring it into the real world. They have created extra devices to enhance the normal Pokémon game experience. For every seven steps you take, you generate one Watt. These Watts can be used to improve your friendship with your virtual companion, similar to a Tamagotchi, or to exchange for in-game items. The first of these devices dates back to 1998 with the release of “Pokémon Pikachu.” Later iterations included mini-games and a deeper connection to the main game. In 2016, Pokémon GO was released, which became hugely popular. While more of a game than a gamified app, it nonetheless encouraged physical activity.

While researching for this blog post, I gained several interesting insights:

It seems there are two (or more accurately three) approaches to gamified therapy. One could create:

  • Something to be used during training sessions
  • Something to be used at home
  • A holistic approach spanning both therapy sessions and exercise outside of a medical setting

Additionally, one can make the act of therapy rewarding by creating game-like applications for the exercises, or focus on the process as a whole and motivate users by showing them their progress through statistics, visuals, etc., and rewarding prolonged positive behavior.

Lastly, I want to discuss potential obstacles or problems with a gamified approach to therapy. One common problem is longevity—the need to be motivating over a long period. In the context of physical therapy, it can be hard to predict how long treatment will last as it depends on the type of injury. Estimates can range from 2 weeks to 12 weeks or longer. Physiotherapy sessions typically last 30 minutes to 1 hour. Another aspect to consider is creating the right product for the target group. Children and teenagers are generally more open to a playful, game-like approach, while adults or elderly people may find these applications strange or childish. Additionally, if there is a need to store data externally on a cloud, privacy and ethical concerns are important. For example, BetterHelp had to pay $7.8 million for selling sensitive mental health information to Facebook and other marketing companies.

At this point, I could delve further into detail, but I think this is a good place to conclude for now. Designing a gamified experience, especially in healthcare, requires careful consideration. As designers, we need to be aware of these considerations to create the best possible product that can truly help people.

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