Using Gamification in Healthcare for Quality Data Collection

Overview

gamification is the application of typical elements of game design to other areas of activity. its aim is to encourage engagement with a product or service and make it more fun to use. gamification can help collection of quality data in healthcare domain (e.g. cognitive markers) in a non-invasive manner and retain respondents for future evaluations. games can improve knowledge about health-related behaviours, and encourage participation in treatment programs and clinical trials. innovation in health assessment and monitoring (e.g., wearable devices, online surveys, etc.) with the daily use of portable digital devices (i.e., tablets, smartphones, laptop) in today’s population supports a favourable environment for gamification implementation in healthcare systems.

Register today

reserve your place at this complimentary webinar to learn how game design and gamification can be applied to healthcare.

Learning objectives

we will present and discuss game design and its applications in the healthcare context: what are the proven benefits, which populations to target and what are the current challenges. attendees get first-hand experience of gamified healthcare technology in the context of alzheimer’s disease (ad), especially regarding its early assessment. in particular, we will present the sea hero quest project, a video game that allowed to record data from over 4 million people across the planet to help ad research.

  • Learn how traditional experience, quality and outcome measurements with questionnaires can be gamified in engaging and fun experiences using playful interactions and Chabot technologies.
  • Learn new insights into the opportunities that a gamified approach offers for exploratory analyses of data collected using digital technology.
  • Observe a live example on how a cognitive assessment relevant for Alzheimer’s disease can be embedded in a game suitable to everyone. 
  • Understand the biases inherent to gamification: how do we know that what we measure with games contains information beyond the mere familiarity with technology?

Audience

红包扫雷源码平台executives, directors, scientists and managers from pharma, and biotech responsible for the clinical development of cns drug products, including those in:

  • Patient engagement
  • Patient adherence
  • Research and development
  • Clinical operations
  • Clinical science
  • Outcomes research
  • Outsourcing and procurement
  • Project management
  • Clinical trial planning and optimization
  • Medical affairs

Presenters

Michael Acquadro

红包扫雷源码平台associate outcome researcher, icon plc

michaël acquadro is a researcher in cognitive science and is experienced in writing scientific manuscripts for international peer-reviewed journals as well as presentations for conferences. in his work, dr acquadro had the opportunity to design longitudinal psychology studies, conduct recruitment campaigns, develop questionnaires, run semi-directed interviews, and analyse quantitative and qualitative data. dr. acquadro holds a phd in cognitive science (2016), with an emphasis in psychology and neuroscience, from joseph fourier university in grenoble, france. in his work, he studied how people can be on the same wavelength on a behavioural, musical and neuronal point of view. as an expert gamer, michaël is a passionate advocate of gamification and its application in the health field related to motivation and adherence. 

Antoine Coutrot, PhD

红包扫雷源码平台researcher at the national centre for scientific research, based at the laboratoire des sciences du numérique de nantes

红包扫雷源码平台antoine coutrot is a cnrs researcher at the laboratoire des sciences du numérique de nantes in france since january 2018. his work is at the interface of cognitive science and artificial intelligence and has been reported in 16 academic papers and 32 international conferences. during his phd (2011-2014) at université grenoble alpes (uga), he developed a new computational model of audio-visual attention. he received the uga best phd award in 2015 and multiple best paper awards at conferences. then, he obtained a 2-year fellowship from the british engineering and physical sciences research council to work at university college london (ucl) where he recorded and mined large eye-tracking datasets to discover gaze patterns specific to a given population of observers. during his second postdoc at ucl (2016-2017) he worked on the sea hero quest project and published the first analysis of the planetary-wide dataset.

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