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Cliinic.meA ground study : building a fun health game with which players can
                                   teach diagnosis to each other.




Mathieu Goudot!
!
Majeure Management et Nouvelles Technologoies!
Abstract: How to build health games with a purpose?
  This is a tough challenge.!
  !
  On our research we focused our research on the potential of building a health game with a purpose. We worked on
  how to build a health-themed game that would become a crowd-diagnosis platform. This project is called Cliinic.!
  !
  This study regroups in a short presentation all the elements that serve as a preliminary study for our gamified crowd-
  diagnosis project.!
  !
  We start with a qualitative analysis of the Health 2.0 trend in Part I. !
  !
  In Part II, we discuss the definition and the limits of today’s health games, a name that gets slapped onto anything that
  is even remotely good for your well-being.!
  !
  We then analyze two very different games, yet equally important for our research on gamified crowd-diangosis.!
  !
  Part III presents a research project on a proof-of-concept game to establish a crowd-diagnosis platform, for the binary
  diagnosis of Malaria-infected red blood cells. The methodology and the results are going to lay the basis for the actual
  research on crowd-diagnosis.!
  !
  Part IV is a widely popular and recent Facebook game, from the House M.D. franchise. This genuinely fun game has a
  small yet present educational part to it. Its gameplay mechanics and storytelling are going to be the inspiration for our
  game.!
  !
  Finally we will present the progress in our research and development effort on the Cliinic project, with the team of
  experts it mobilized.!
“We can rebuild [it]. We have the technology.”1!

                      HEALTH 2.0
1:	
  The	
  Six	
  Million	
  Dollar	
  Man,	
  intro	
  scene.	
  
Digital health as a value proposition
In the US, there are structural reasons for the Patient-to-Patient and ePatient
movements to rise.!
•     The cost of healthcare amounts to 20% of a typical household
      income1.!
•     The US is the only industrialized nation with no universal healthcare
      system.!
•     A consultation lasts on average 7 minutes. Time before first interruption:
      18 seconds2.!
•     90% of patients want to self-manage their healthcare through
      technology (accessing information, refilling prescriptions, booking
      appointments)3.!                                                                                                                                               Figure	
  1:	
  	
  
                                                                                                                                                                     Dave	
  deBronkart,	
  aka	
  epaEent	
  dave,	
  cured	
  his	
  kidney	
  cancer	
  because	
  he	
  parEcipated	
  in	
  
!                                                                                                                                                                    a	
  online	
  community	
  and	
  learned	
  of	
  a	
  treatment	
  his	
  doctors	
  didn’t	
  know.	
  He	
  became	
  a	
  
                                                                                                                                                                     naEonal	
  spokesman	
  to	
  liberate	
  paEent	
  access	
  to	
  their	
  own	
  medical	
  data,	
  thanks	
  to	
  
                                                                                                                                                                     online	
  technology.	
  	
  


                                                                                                                                                                     The PatientsLikeMe community constitutes great research
                                                                                                                                                                     grounds for assessing the effects of P2P healthcare:!
                                                                                                                                                                     •    91% of patients were diagnosed before joining the site!
                                                                                                                                                                     •    72% of patients found it helpful for better
                                                                                                                                                                          understanding their symptoms!
                                                                                                                                                                     •    42% found out what it was like to take a particular
                                                                                                                                                                          treatment thanks to patients like them.!
                                                                                                                                                                     •    37% take the decision to start a new medication
                                                                                                                                                                          thanks to the site.!
                                                                                                                                                                     •    12% of patients changed their physician after using
                                                                                                                                                                          the site4.!

     Figure	
  2:	
  	
  
     PaEentsLikeMe,	
  is	
  a	
  data-­‐driven	
  website	
  building	
  a	
  community	
  of	
  paEents	
  based	
  on	
  the	
  sharing	
  of	
  all	
  the	
      Digital	
  health	
  brings	
  a	
  true	
  value	
  proposi.on	
  to	
  
     medical	
  data	
  paEents	
  generate.	
  Filling	
  in	
  their	
  data,	
  they	
  can	
  find	
  similar	
  paEents	
  to	
  share	
  medicaEon	
  
     advice,and	
  moral	
  support.	
  	
  
                                                                                                                                                                      online	
  pa.ents	
  and	
  helps	
  with	
  big	
  picture	
  
                                                                                                                                                                      problems	
  such	
  as	
  public	
  healthcare	
  spending.	
  

1:	
  Hidden	
  Cost	
  of	
  Health	
  Care	
  for	
  Consumers	
  Deloi)e	
  2012,	
  2:	
  John	
  Hopkins	
  2004,	
  3:	
  Connected	
  Health	
  Pulse	
  Survey	
  Accenture	
  2012,	
  4:	
  Sharing	
  Health	
  Data	
  for	
  BeAer	
  Outcomes	
  on	
  
PaCentsLikeMe,	
  Smith	
  and	
  Wicks,	
  Journal	
  of	
  Medical	
  Internet	
  Research	
  
Digital health as a business opportunity
   B2B
   The key is targetting incumbents in the health sector such as big pharma and
   insurance companies. At a 2011 Games for Health meeting in Palo Alto,
   Epocrates and Doximity’s founder Jeff Tangney insisted on insurance
   companies being the best B2B customers for digital health services,
   because of their focus on innovations reducing health spending of their
   customers. !
   !
   PatientsLikeMe for instance employed the same business model Facebook is
   embracing : leveraging and monetizing user data selling it to third
   parties.!
   !
   With a move toward pay-for-performance for US hospitals, those are
   incentivized to adopt new technologies.!
   !                                                                              Figure	
  1:	
  	
  
   B2C
   !                                                                              The	
  amount	
  of	
  funding	
  that	
  went	
  to	
  digital	
  health	
  startups	
  help	
  assess	
  the	
  opportuniEes	
  
                                                                                  in	
  this	
  nascent	
  field.	
  More	
  than	
  $500M	
  only	
  for	
  US	
  health	
  startups	
  in	
  2011,	
  with	
  a	
  clear	
  
   !                                                                              preference	
  for	
  B2B	
  models.	
  
   According to the Health 2.0 startup incubator Rock Health, the consumer
   !
   market for digital health amounts to 14 billion dollars, among wich 4
   !
   billion for health-related video games alone.!
   !
   !
   !
   !
   !
   !
   !
   !
   !
   !

                                                                                  Figure	
  2:	
  	
  
                                                                                  The	
  tradeoffs	
  are	
  the	
  same	
  in	
  digital	
  health	
  than	
  in	
  any	
  other	
  B2B/B2C	
  sector	
  or	
  
                                                                                  industry.	
  

Digital	
  Health	
  White	
  Paper	
  Rock	
  Health	
  2012	
  
The legacy of the 1.0 digital health players
                                                                                                                                                                                    Long before the Internet 2.0, the new mobile innovations
                                                                                                                                                                                    and the social networks, there were health 1.0 startups
                                                                                                                                                                                    that focused on building Patient communities like
                                                                                                                                                                                    WebMD or on providing new services for physicians like
                                                                                                                                                                                    PracticeFusion or the later CurveDental.!
                                                                                                                                                                                    !
                                                                                                                                                                                    Building on their experience now new startups can bring
                                                                                                                                                                                    about new business models. Here is a non-extensive,
                                                                                                                                                                                    ingenuous list of new niches, made by the Rock
                                                                                                                                                                                    Health incubator, with an example of a player in each of
                                                                                                                                                                                    these niches.!

                                                                                                                                                                                                                 For	
  the	
  kids	
  



                                                                                                                                                                                                             For	
  the	
  old	
  Emers	
  



                                                                                                                                                                                                               For	
  the	
  ladies	
  


 Figure	
  1:	
  	
  
 “Old	
  school”	
  programs	
  such	
  as	
  WeigthWatchers	
  found	
  a	
  second	
  wind	
  and	
  even	
  greater	
  success	
  thanks	
  to	
  the	
  online	
                                            Sensing	
  stuff	
  
 turn,	
  allowing	
  for	
  be)er	
  community	
  interacEons.	
  InnovaEons	
  are	
  not	
  always	
  at	
  the	
  core	
  of	
  all	
  those	
  companies,	
  but	
  they	
  
 all	
  are	
  digital	
  in	
  some	
  sense	
  and	
  hence	
  provide	
  inspiraEon	
  to	
  following	
  health	
  2.0	
  startups.	
  



QuanEfy	
  yourself	
                   The	
  new	
  EMR	
                 Be)er	
  doc-­‐paEent	
  relaEonship	
                              Diagnose	
  or	
  treat	
  it	
       Mental	
  Health	
     Enhanced	
  care	
  delivery	
          Health	
  Q&A	
  



 Get	
  yo’	
  ass	
  in	
  shape	
   Food	
  &	
  nutriEon	
                              In	
  the	
  cloud	
                     Find-­‐book-­‐rate	
  a	
  doctor	
   Bill	
  payment,	
  cost	
  transparency	
               Clinical	
  trial	
  modernizaEon	
  



Digital	
  Health	
  White	
  Paper	
  Rock	
  Health	
  2012	
  
Not your Mom and Pop’s Doctor Mario.!

HEALTH IN THE VIDEO GAMES
How do you mix health and games?

  What is a game? !
  !
  Games are the most interactive media available to us today. Games are designed to give
  feedback to the player, to inform them on their “game state”. !
  This is the first basis of fun : the feedback loop1. It’s the atom of an interactions known as
  gameplay mechanic. Those gameplay mechanics then get dressed up with other elements of
  fun, such as storytelling, graphical elements, multiplayer and/or competition aspects, character
  customization and progression.!
  The second and most important element of fun is the goal. A game is a rule-based activity that
  involves challenge to reach a goal, and that gives feedback about progress towards that goal. It’s
  the challenge that brings about the fun, because of the effort , it’s where the payoff is. It can be                                         Figure	
  1:	
  	
  
                                                                                                                                               A	
  typical	
  feedback	
  loop	
  in	
  Doom	
  2	
  :	
  punch	
  enemy	
  >	
  	
  get	
  
  boiled down to : trying, learning, winning.!                                                                                                 visual	
  reward	
  +	
  increase	
  score.	
  The	
  goal	
  of	
  the	
  game?	
  
  !                                                                                                                                            Finish	
  it	
  with	
  the	
  highest	
  score.	
  




“  Games can change
   people’s attitude,
                                                                                       !
                                                                                       Health games tend to align game goals with health goals. Fitness games align physical
                                                                                       exercises with progression and in-game scoring and rewards. Therapeutic games align health
                                                                                       knowledge and skills with factual information needed to win the game. This is one of the first
   improve their skills and                                                            benefits of health games, and why they are quite often targetted at children (see next slides).!
                                                                                       !
   their confidence. They                                                               The problem is most game developers stop there. They remain factual and at the
   can bring behavioral                                                                knowledge level. !
                                                                                       !
   changes. !                                                                          Games are about behavioral change, not just knowledge. And this is interesting for health
   Figure	
  2:	
  	
                                                                  games. Because in most cases people know what they need to do in order to get in shape or
   Quote	
  of	
  Debra	
  Lieberman,	
  PhD,	
  director	
  of	
  the	
  Health	
  
   Games	
  Research	
  naEonal	
  program.	
  
                                                                                       manage their health. What lacks is the behavioral change. Games can instill new habits
                                                                                       thanks to their game mechanics. Game developers can break the barriers that refrain us from
                                                                                       adopting healthy behaviors.!



Can	
  playing	
  digital	
  games	
  improve	
  our	
  health?	
  	
  Debra	
  Lieberman	
  TEDxAmericanRiviera	
  
Health games, what are those?
The idea of linking health and video games is not new and has been time for practically as long as video games
exist. The first commercial fitness video game was Athletic World on the NES and designed to be used with
the Power Pad. The game featured olympic-styled challenges, where the player run and jumped on the pad in
the same fashion as a modern dancepad, but also had a personalization mechanic: is asked the player for the
date and the player’s name, gender and age to adapt the challenges accordingly. Since then, the
                                                                                                                     Figure	
  1:	
  	
  
commercial success of the Wii Fit, a fitness pad for the Nintendo Wii, helped install fitness video games as           The	
  Bandai	
  Power	
  Pad	
  (1986),	
  a	
  
beneficial for the health and well-being of player through interactive physical exertion.!                            precursor	
  of	
  all	
  fitness	
  games.	
  
!
!
!
On the other hand, educational games are often focusing on conveying knowledge and education, and tend to sacrifice gameplay
mechanics to that end. Those are then closer to serious games, that we are excluding from our research scope today. Even the best
!
among those games, such as Bronkie or ReMISSION, both targeting kids, sometimes fall short of being fun, because they mainly
!
target a particular disease or condition, cutting down the universal and general aspect medicine and health have: everyone is
concerned by health problems, why not try to tackle its whole complexity?!
!
A third type of health games are too often ignored. A hospital-simulation game, Theme Hospital was completely health-themed, but with
a cartoony twist and without rigorous real-life medical content. Those few health-themed games, like Dr. Mario or the more recent
Trauma Center, made the player play in a medical environment, but without any educational part to it. The goal of the game was
pure fun. The health theme is just there to bring relevant gameplay mechanics. Those games were far better commercial successes
than educational games.!
!

            Fitness	
  games	
                                                EducaEonal	
  games	
                                            Health-­‐themed	
  games	
  




      Figure	
  2:	
  	
                                     Figure	
  4:	
  	
                                                            Figure	
  3:	
  	
  
      The	
  Wii	
  Fit	
  commercial	
  success	
  is	
     Bronkie	
  (1997)	
  was	
  a	
  game	
  (developed	
  by	
                   Theme	
  hospital	
  (2002)	
  was	
  a	
  game	
  where	
  
      key	
  to	
  showing	
  fitness	
  video	
  games	
     Debra	
  Lieberman)	
  	
  where	
  the	
  player	
  was	
  a	
               the	
  player	
  was	
  a	
  hospital	
  manager	
  and	
  had	
  
      is	
  fun	
  and	
  engaging.	
  A	
  lot	
  of	
      dinosaur	
  with	
  asthma	
  that	
  had	
  to	
  clear	
  the	
             to	
  cure	
  crazy	
  and	
  cheeky	
  diseases,	
  it’s	
  
      research	
  has	
  been	
  made	
  on	
  the	
         planet	
  of	
  dust	
  and	
  cold	
  flu.	
  ReMISSION	
  (2009)	
           become	
  a	
  classic	
  of	
  the	
  genre.	
  Trauma	
  
      subject.	
                                             had	
  the	
  player	
  navigate	
  in	
  3D	
  in	
  the	
  body	
  of	
     Center	
  on	
  the	
  Wii	
  was	
  a	
  surgeon	
  simulaEon	
  
                                                             cancer	
  paEent	
  to	
  destroy	
  tumors.	
                                game	
  using	
  the	
  Wii	
  stylus.	
  
Health Games today are disinspirational
                                                                                                       Our hypothesis is that health games today lack the reach we see video games could have.
                                                                                                       Healthg games are either fitness games that are a fun and interactive way to adopt a healthy
                                                                                                       behavior, or they are educational games for kids or a targeted segment of patients.!
                                                                                                       !
                                                                                                       But games can truly have a more important impact. Biologists tapped into a vast
                                                                                                       computational ressource, the ability of the human brain to recognize patterns and to reason
                                                                                                       spatially with a multiplayer online puzzle game called Foldit. It had deep gamification elements,
                                                                                                       and turned out to be a major success, achieving computations on a much broader scale than
                                                                                                       what would have been possible using conventional ressources1.!
                                                                                                       !
                                                                                                       Jane McGonigal, PhD and UC Berkelery
                                                                                                       !
                                                                                                       researcher, became an advocate on how gaming
                                                                                                       can have a purpose and impact the greater
  Figure	
  1:	
  	
                                                                                   good, through four positive elements : !
  FoldIt	
  (iniEal	
  release	
  in	
  2008)	
  is	
  a	
  massively	
  mulEplayer	
  puzzle	
  
  game	
  harnessing	
  human	
  players	
  appeal	
  for	
  compeEEon	
  to	
                         •    blissful productivity: gamers have goals
  find	
  the	
  best	
  stable	
  folding	
  pa)erns	
  for	
  proteins.	
  	
                              and objective, the feedback loop inform
                                                                                                            them constantly on the impact they have2!
                                                                                                       •    urgent optimism gamers spend 80% of
                                                                                                            their time failing in game worlds, yet they
                                                                                                            stick to the challenge through resilience2!
                                                                                                       •    stronger social bonds playing a game
                                                                                                            boosts trust among players2!
                                                                                                       •    epic meaning playing as a hero in a                                                       Figure	
  2:	
  	
  
                                                                                                            fantasy generates awe and wonder,                                                         Jane	
  MCGonigal	
  giving	
  her	
  2010	
  TED	
  speech	
  on	
  how	
  gaming	
  
                                                                                                            positive feelings that according to research                                              can	
  help	
  bring	
  the	
  best	
  in	
  people.	
  
   Figure	
  3:	
  	
  
   SuperBeAer,	
  for	
  which	
  Jane	
  McGonigal	
  is	
  a	
  CreaEve	
  Director,	
                    make people more likely to collaborate on a
   is	
  a	
  way	
  to	
  leverage	
  the	
  posiEve	
  elements	
  of	
  gaming	
  to	
  reach	
  
   self-­‐development	
  goals	
  for	
  players.	
                                                         larger scale2!


       We suggest that health games can and should leverage the empowering mechanics researchers have
         unveiled, because of the universal appeal the health theme has. We are going to study how those
                    mechanics can be applied and our applied research progress in that direction.!
                                                                                                                                              !
1:	
  PredicCng	
  protein	
  structures	
  with	
  a	
  mulCplayer	
  online	
  game,	
  Cooper,	
  KhaEb	
  et	
  al.	
  and	
  >	
  57,000	
  FoldIt	
  players,	
  Nature	
  2010,	
  2	
  :	
  Be	
  a	
  Gamer,	
  Save	
  the	
  World,	
  Jane	
  McGonigal	
  The	
  Wall	
  
Street	
  Journal	
  2011	
  
Malaria detection through crowd-sourced games.!

THE MALARIA EXPERIMENT
A health crowd-sourced game on Malaria
                                                                                                   Inspired by the TapIt experiment, researchers have been driven to try to port the same kind of
                                                                                                   experiments to the medical field, to tap crowd-sourcing’s vast resources for health.!
                                                                                                   !
                                                                                                   How? Combining machine learning and gamification, UCLA researchers built a telepathology
                                                                                                   platform to see if they could approach the accuracy in diagnosis of medical professionals with
                                                                                                   gamers that are non-medical experts, to make remote diagnostics decisions without the need of a
                                                                                                   local medical expert. !
                                                                                                   !
                                                                                                   The target field of study was the analysis of microscopic analysis of biomedical specimens, and
                                                                                                   the target disease was malaria, because of its effects on red blood cells (RBCs) and the fact
                                                                                                   infected RBCs are recognizable with a light microscope. Malaria is still the major health problem
  Figure	
  1:	
  	
  
                                                                                                   for scores of tropical and sub-tropical countries (cause of 20% of all childhood deaths in the
  The	
  Malaria	
  Diagnosis	
  Game	
  interface:	
  the	
  gamer	
  uses	
  the	
               region). !
  syringe	
  to	
  select	
  infected	
  red	
  blood	
  cells	
  and	
  the	
  bucket	
  to	
  
  collect	
  the	
  healthy	
  ones.	
            !
                                                  !
                                                  !
                                                  !
  Interestingly enough, computer vision has been tried as a means to automate malaria detection
                                                  !
  in RBCs. However the extreme variations in blood smear preparations (used to photograph
                                                  !
  RBCs), cell density, illumination and optical material made the task an inconclusive one. Human
  vision however can abstract those variations and recognize the sane or infected patterns.!
  !
  The game platform was primarily meant to be the web, but was accessible through any Android-
  enabled device (tablet or phone). !
  !
  The game validated the skill of players by providing a training phase where they were submitted
  to 261 RBCs known images of which 20 were infected and identified as such in the database, but
  of course not for the player. Players had to attain a 99% level of accuracy to be allowed to
                                                                                                                                                                                              Figure	
  2:	
  
  participate in the actual game. Then during the game roughly 20% of the RBCs were control                                                                                                   The	
  hybrid	
  (machine+human)	
  diagnosis	
  plaoorm.	
  A	
  computer	
  
  cells, used at the end of a game as a means to score the player’s performance.!                                                                                                             vision	
  algorithm	
  first	
  assesses	
  if	
  images	
  are	
  difficult	
  or	
  not	
  to	
  
                                                                                                                                                                                              diagnose	
  (with	
  T	
  as	
  the	
  difficulty	
  threshold),	
  difficult	
  images	
  
  !                                                                                                                                                                                           are	
  fed	
  to	
  the	
  players,	
  and	
  then	
  merged	
  with	
  the	
  easy	
  ones	
  to	
  
                                                                                                                                                                                              expand	
  the	
  training	
  database	
  and	
  reinforce	
  the	
  computer	
  
                                                                                                                                                                                              vision	
  algorithm	
  through	
  machine	
  learning.	
  


Distributed	
  Medical	
  Image	
  Analysis	
  and	
  Diagnosis	
  through	
  Crowd-­‐Sourced	
  Games:	
  A	
  Malaria	
  Case	
  Study,	
  Mavandadi,	
  Dimitrov	
  et	
  al.,	
  May	
  2012	
  Public	
  Library	
  of	
  Science	
  
The results : a successful experiment
  Within the framework described above, several experiments have been conducted to assess
  the efficacy of crowdsourcing over machine learning, and the hybridization of both.!
  !
  The crowdsourcing experiment turned out to be a true success: “The combined
  accuracy of the gamer diagnoses was 99%, with sensitivity (SE) of 95.1% and specificity
  (SP) of 99.4%. The positive predictive value (PPV) and negative predictive value (NPV)
  were also quite high at 94.3% and 99.5% respectively”.!
  !
  The computer-vision algorithm without the human crowd and on the same dataset
  achieved the following results : an overall accuracy of 96.3%, with SE-SP of 69.6%–99.0%,
                                                                                                                                                                                   Figure	
  1:	
  	
  
  and PPV-NPV of 87.7%–96.9%.!                                                                                                                                                     The	
  effecEve	
  crowdsourcing	
  “formula”,	
  quoEng	
  the	
  study	
  :	
  “The	
  images	
  
  !                                                                                                                                                                                are	
  treated	
  as	
  a	
  sequence	
  of	
  binary	
  values	
  that	
  are	
  broadcast	
  by	
  the	
  
                                                                                                                                                                                   server.	
  The	
  gamers	
  are	
  effecEvely	
  noisy	
  repeaters	
  that	
  in	
  the	
  most	
  ideal	
  
  The hybrid experiment, with the algorithm described in figure 2 of the previous slide,                                                                                            case	
  output	
  the	
  correct	
  symbol	
  for	
  the	
  inputs	
  that	
  they	
  receive.	
  Each	
  
  allowed to increase SP and PPV by 20% and 7% respectively, but with only 10% of the                                                                                              repeater	
  transmits	
  its	
  own	
  noisy	
  version	
  of	
  the	
  same	
  input	
  symbol	
  to	
  a	
  
                                                                                                                                                                                   decoder.	
  The	
  decoder	
  combines	
  all	
  the	
  received	
  repeater	
  outputs	
  and	
  
  RBCs sample being submitted to the crowd, the rest being analyzed by the computer vision                                                                                         decodes	
  a	
  final	
  output	
  zi,	
  which	
  ideally	
  will	
  be	
  the	
  correct	
  label/
  algorithm. This helped make this game a really viable option for crowd diagnosis, reducing                                                                                       diagnosis	
  for	
  the	
  input	
  images.	
  The	
  repeaters	
  can	
  be	
  modelled	
  as	
  Binary	
  
                                                                                                                                                                                   CommunicaEon	
  Channels	
  (top-­‐ler).	
  pij	
  corresponds	
  to	
  the	
  probability	
  of	
  
  the crowd required size while increasing its efficiency. !                                                                                                                        receiving	
  symbol	
  j	
  when	
  in	
  fact	
  symbol	
  i	
  was	
  transmi)ed.”	
  	
  
  !
  The last experiment increased the RBCs sample size. This experiment yielded an SE of
  97.8% and an SP of 99.1%. The PPV was 96.7% and the NPV was 99.4%. This experience
  boosted the PPV, which is important as the high-rate of false-positives in malaria diagnoses
  is one of the major challenges in sub-Saharan Africa, according to the study.!
  !
  The major takeaway : the accuracy of the human crowd is within 1.25% of the
  diagnosis decision made by the infectious disease expert.!
  !
  It’s interesting to notice this experiment was just a proof of concept, and calls for a
  broadening of the method for a larger platform with more players.!
                                                                                                                                                                                   Figure	
  2:	
  	
  
  !                                                                                                                                                                                SensiEvity	
  is	
  the	
  most	
  impacted	
  to	
  the	
  skill	
  of	
  the	
  players	
  for	
  crowd-­‐
  For the Cliinic project, we aim at reproducing the same kind of framework for studying the                                                                                       diagnosis	
  plaoorms,	
  as	
  this	
  graph	
  shows.	
  Accuracy	
  seems	
  to	
  be	
  less	
  
                                                                                                                                                                                   sensiEve.	
  	
  
  impact of the crowd on diagnosis. However we aim at involving a greater chunk of what
  makes a game a game : storytelling, fun, & gameplay progression.!
Distributed	
  Medical	
  Image	
  Analysis	
  and	
  Diagnosis	
  through	
  Crowd-­‐Sourced	
  Games:	
  A	
  Malaria	
  Case	
  Study,	
  Mavandadi,	
  Dimitrov	
  et	
  al.,	
  May	
  2012	
  Public	
  Library	
  of	
  Science	
  
What’s great? What’s wrong? Is it lupus? !

THE HOUSE FACEBOOK GAME:
A CASE STUDY
A lesson in gameplay                                                                              Inner
This facebook game epitomizes one of the observation we made: solving medical                       loop
mysteries can be fun. House M.D. made that clear to everyone, and even before that, TV
shows like ER spurred the medical knowhow of the masses.!
!
Facebook games is a great medium for viral growth, enabling to attain a large audience                     Figure	
  1:	
  	
  
(we will study this in the next few slides), all the while engaging for a long duration casual             Is	
  this	
  the	
  Malaria	
  mini-­‐game	
  spin-­‐off?	
  No,	
  it’s	
  just	
  
                                                                                                           the	
  way	
  player	
  can	
  make	
  blood	
  count	
  
gamers, and incentivize repeat usage. The approach Ubisoft chose was to cradle the                         invesEgaEons:	
  a	
  Emed	
  mini-­‐game.	
  
House M.D. breath-taking storytelling inside the familiar Farmville-like isometric layout, with
building elements in your hospital, avatar customization, and less-pervasive-than-usual friend
invites. !
!
To realize diagnosis and investigations of patients, the gaming mechanics are really simple,
and amount to copies of famous mini-games or puzzle games. A cardiac arrest triggers a
mouse-bashing action (clicking many times) or a rhythm mini game (clicking in cadence).
Those mini-games are the inner feedback loop.!
!                                                                                                           Figure	
  2:	
  	
  
                                                                                                            The	
  example	
  of	
  the	
  pharmacy	
  shows	
  the	
  
The progression, aside from the storytelling, is also driven by two outer feedback loops: the               appointment	
  mechanism:	
  to	
  cure	
  paEents	
  you	
  need	
  
appointment mechanism and the widening of gameplay possibilities. By restricting the                        to	
  order	
  pills	
  wEh	
  cash,	
  if	
  those	
  are	
  not	
  in	
  stock,	
  you	
  
                                                                                                            need	
  to	
  wait	
  for	
  the	
  order	
  to	
  arrive.	
  At	
  later	
  levels	
  
actions with a cost of energy for every actions, and having to order medications and wait for               this	
  can	
  take	
  up	
  to	
  a	
  day.	
  Forcing	
  you	
  to	
  step	
  back	
  
them to arrive, this generates an appointment loop. Unlocking investigation rooms and                       from	
  your	
  session	
  and	
  come	
  back	
  later,	
  forcing	
  
levelling up generates a sunk-cost fallacy (I invested so much time, it would be a waste not to             repeat	
  usage	
  unto	
  players.	
  

continue) making the player want to continue. !
!
Part of the success of the game comes from it reproducing the kind of character
dynamics found in the TV series: the player is just a mute team member in the original
cast, with House making frequent comments and piques, in a fan-service fashion. This is
pretty efficient and makes for an enjoyable gaming experience. The storytelling is really                      Figure	
  3:	
  	
  
good, with patient cases still inspired by Lisa Sanders (medical advisor on the show and well-                The	
  classic	
  social	
  game	
  economy	
  and	
  reward	
  
known writer of the bestseller book Every patient tells a story), creating a real will to pursue              system:	
  energy,	
  experience	
  points,	
  credits	
  (real	
  
                                                                                                              currency),	
  cash	
  (in-­‐game	
  currency),.	
  You	
  can	
  also	
  
the game and go forward.!                                                                                     noEce	
  an	
  invesEgaEon	
  room	
  that	
  is	
  currenly	
  locked.	
  
!                                                                                                  Outer      Only	
  by	
  playing	
  more	
  will	
  the	
  player	
  by	
  able	
  to	
  
                                                                                                              access	
  it	
  and	
  unlock	
  new	
  mini-­‐games.	
  
To conclude, this game tightly wraps efficient game mechanics together and build a health-           loop
themed game with more than usual, beyond just the game setting of a hospital. But did
Ubisoft succeed in conveying the !
How succesful is it in conveying medical knowledge?
                                                                                              The game didn’t go for what was easier: they didn’t
                                                                                              try to “cartoonize” or “dumb-down” the medical
                                                                                              content of its game. The diseases are actual
                                                                                              diseases, and not a funny representation of them. !
                                                                                              !
                                                                                              Rather than that, it focused on making the patient
                                                                                              stories as compelling as it could, all the while
                                                                                              being rigorously exact. !
                                                                                                                                                        Figure	
  1:	
  	
  
                                                                                              !                                                         This	
  board	
  explains	
  the	
  basics	
  of	
  differenEal	
  diagnosis	
  to	
  players.	
  
                                                                                              The first very interesting element, is by conveying
                                                                                              the actual methodology of modern evidence-
                                                                                              based medicine. The player must undertake
Figure	
  2:	
  	
                                                                            research and investigations, to eliminate potential
As	
  of	
  the	
  28th	
  of	
  August	
  2012,	
  House	
  M.D.:	
  CriEcal	
  Cases,	
  
the	
  game	
  had	
  130,000	
  Daily	
  AcEve	
  Users	
  and	
  over	
  1,200,00	
         diagnoses (which are established in advance for
Monthly	
  acEve	
  users.	
  Its	
  DAU/MAU	
  raEo	
  was	
  rather	
  good,	
              the user). This is very positive because it’s making
within	
  a	
  11	
  to	
  13%	
  window	
  according	
  to	
  this	
  AppData	
  
Graph.	
  
                                                                                              the inner workings of differential diagnosis to the
                                                                                              user.!

The second interesting element is an in-game disease database, indexing all the diseases
met during play sessions, and through which House (a figure of authority) gives some factual
information on the conditions to the player. !
!
The reaction on the forums is very positive. Some players are actually pausing game sessions
to check for the diseases they face on Wikipedia or Google. This is exactly the reaction a
health game should strive for.!
!
As far as the Cliinic project is concerned, the House M.D.:Critical Cases game constitutes an
                                                                                                                                                     Figure	
  3:	
  	
  
important inspiration. !                                                                                                                             An	
  unheard-­‐of	
  feature	
  for	
  a	
  facebook	
  game:	
  an	
  actual	
  knowledge	
  
!                                                                                                                                                    base	
  giving	
  informaEon	
  on	
  all	
  the	
  in-­‐game	
  diseases,	
  their	
  causes,	
  
                                                                                                                                                     symptoms	
  and	
  treatments.	
  
Not only are the gaming mechanics really good and polished, but also the medical
content is relevant and improves the medical knowledge, in a relative way, of its million
of players.!
The conclusion!

THE PROJECT
The dev team
  Wilson                 Mathieu                Guillaume
                                                                                            UBC Med student,




                                                                                    Ariel
                                                                                             reviews clinical
                                                                                              cases and in
                                                                                            charge of graphic
                                                                                                 design!




                                                                     The med team
  Havard CS         VP of Marketing in       IT graduate and CS
undergrad, lead    B2C big data startup,         student, lead
  developer!         co-founder and                developer!
                    product manager!




                                                                                    Janny
                                                                                            UBC Med student,
                                                                                              drafts clinical
                                                                                             cases, creates
                           The advisors                                                      prototypes, co-
                                                                                                 founder!
                           Gert                  Stan




                                                                                               UBC Language
                                                                                                and Literacy




                                                                                    Laura
                                                                                               Education PhD
                                                                                             candidate, health
                                                                                            literacy researcher!


                    UCSD CS teacher,        UBC Pharmacology
                    crowdsourcing and       teacher and Virtual
                     machine learning      Patient expert, reviews
                   expert, honorary CTO!   and proof-reads cases!
How to build health video games with a purpose?

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How to build health video games with a purpose?

  • 1. Cliinic.meA ground study : building a fun health game with which players can teach diagnosis to each other. Mathieu Goudot! ! Majeure Management et Nouvelles Technologoies!
  • 2. Abstract: How to build health games with a purpose? This is a tough challenge.! ! On our research we focused our research on the potential of building a health game with a purpose. We worked on how to build a health-themed game that would become a crowd-diagnosis platform. This project is called Cliinic.! ! This study regroups in a short presentation all the elements that serve as a preliminary study for our gamified crowd- diagnosis project.! ! We start with a qualitative analysis of the Health 2.0 trend in Part I. ! ! In Part II, we discuss the definition and the limits of today’s health games, a name that gets slapped onto anything that is even remotely good for your well-being.! ! We then analyze two very different games, yet equally important for our research on gamified crowd-diangosis.! ! Part III presents a research project on a proof-of-concept game to establish a crowd-diagnosis platform, for the binary diagnosis of Malaria-infected red blood cells. The methodology and the results are going to lay the basis for the actual research on crowd-diagnosis.! ! Part IV is a widely popular and recent Facebook game, from the House M.D. franchise. This genuinely fun game has a small yet present educational part to it. Its gameplay mechanics and storytelling are going to be the inspiration for our game.! ! Finally we will present the progress in our research and development effort on the Cliinic project, with the team of experts it mobilized.!
  • 3. “We can rebuild [it]. We have the technology.”1! HEALTH 2.0 1:  The  Six  Million  Dollar  Man,  intro  scene.  
  • 4. Digital health as a value proposition In the US, there are structural reasons for the Patient-to-Patient and ePatient movements to rise.! •  The cost of healthcare amounts to 20% of a typical household income1.! •  The US is the only industrialized nation with no universal healthcare system.! •  A consultation lasts on average 7 minutes. Time before first interruption: 18 seconds2.! •  90% of patients want to self-manage their healthcare through technology (accessing information, refilling prescriptions, booking appointments)3.! Figure  1:     Dave  deBronkart,  aka  epaEent  dave,  cured  his  kidney  cancer  because  he  parEcipated  in   ! a  online  community  and  learned  of  a  treatment  his  doctors  didn’t  know.  He  became  a   naEonal  spokesman  to  liberate  paEent  access  to  their  own  medical  data,  thanks  to   online  technology.     The PatientsLikeMe community constitutes great research grounds for assessing the effects of P2P healthcare:! •  91% of patients were diagnosed before joining the site! •  72% of patients found it helpful for better understanding their symptoms! •  42% found out what it was like to take a particular treatment thanks to patients like them.! •  37% take the decision to start a new medication thanks to the site.! •  12% of patients changed their physician after using the site4.! Figure  2:     PaEentsLikeMe,  is  a  data-­‐driven  website  building  a  community  of  paEents  based  on  the  sharing  of  all  the   Digital  health  brings  a  true  value  proposi.on  to   medical  data  paEents  generate.  Filling  in  their  data,  they  can  find  similar  paEents  to  share  medicaEon   advice,and  moral  support.     online  pa.ents  and  helps  with  big  picture   problems  such  as  public  healthcare  spending.   1:  Hidden  Cost  of  Health  Care  for  Consumers  Deloi)e  2012,  2:  John  Hopkins  2004,  3:  Connected  Health  Pulse  Survey  Accenture  2012,  4:  Sharing  Health  Data  for  BeAer  Outcomes  on   PaCentsLikeMe,  Smith  and  Wicks,  Journal  of  Medical  Internet  Research  
  • 5. Digital health as a business opportunity B2B The key is targetting incumbents in the health sector such as big pharma and insurance companies. At a 2011 Games for Health meeting in Palo Alto, Epocrates and Doximity’s founder Jeff Tangney insisted on insurance companies being the best B2B customers for digital health services, because of their focus on innovations reducing health spending of their customers. ! ! PatientsLikeMe for instance employed the same business model Facebook is embracing : leveraging and monetizing user data selling it to third parties.! ! With a move toward pay-for-performance for US hospitals, those are incentivized to adopt new technologies.! ! Figure  1:     B2C ! The  amount  of  funding  that  went  to  digital  health  startups  help  assess  the  opportuniEes   in  this  nascent  field.  More  than  $500M  only  for  US  health  startups  in  2011,  with  a  clear   ! preference  for  B2B  models.   According to the Health 2.0 startup incubator Rock Health, the consumer ! market for digital health amounts to 14 billion dollars, among wich 4 ! billion for health-related video games alone.! ! ! ! ! ! ! ! ! ! ! Figure  2:     The  tradeoffs  are  the  same  in  digital  health  than  in  any  other  B2B/B2C  sector  or   industry.   Digital  Health  White  Paper  Rock  Health  2012  
  • 6. The legacy of the 1.0 digital health players Long before the Internet 2.0, the new mobile innovations and the social networks, there were health 1.0 startups that focused on building Patient communities like WebMD or on providing new services for physicians like PracticeFusion or the later CurveDental.! ! Building on their experience now new startups can bring about new business models. Here is a non-extensive, ingenuous list of new niches, made by the Rock Health incubator, with an example of a player in each of these niches.! For  the  kids   For  the  old  Emers   For  the  ladies   Figure  1:     “Old  school”  programs  such  as  WeigthWatchers  found  a  second  wind  and  even  greater  success  thanks  to  the  online   Sensing  stuff   turn,  allowing  for  be)er  community  interacEons.  InnovaEons  are  not  always  at  the  core  of  all  those  companies,  but  they   all  are  digital  in  some  sense  and  hence  provide  inspiraEon  to  following  health  2.0  startups.   QuanEfy  yourself   The  new  EMR   Be)er  doc-­‐paEent  relaEonship   Diagnose  or  treat  it   Mental  Health   Enhanced  care  delivery   Health  Q&A   Get  yo’  ass  in  shape   Food  &  nutriEon   In  the  cloud   Find-­‐book-­‐rate  a  doctor   Bill  payment,  cost  transparency   Clinical  trial  modernizaEon   Digital  Health  White  Paper  Rock  Health  2012  
  • 7. Not your Mom and Pop’s Doctor Mario.! HEALTH IN THE VIDEO GAMES
  • 8. How do you mix health and games? What is a game? ! ! Games are the most interactive media available to us today. Games are designed to give feedback to the player, to inform them on their “game state”. ! This is the first basis of fun : the feedback loop1. It’s the atom of an interactions known as gameplay mechanic. Those gameplay mechanics then get dressed up with other elements of fun, such as storytelling, graphical elements, multiplayer and/or competition aspects, character customization and progression.! The second and most important element of fun is the goal. A game is a rule-based activity that involves challenge to reach a goal, and that gives feedback about progress towards that goal. It’s the challenge that brings about the fun, because of the effort , it’s where the payoff is. It can be Figure  1:     A  typical  feedback  loop  in  Doom  2  :  punch  enemy  >    get   boiled down to : trying, learning, winning.! visual  reward  +  increase  score.  The  goal  of  the  game?   ! Finish  it  with  the  highest  score.   “ Games can change people’s attitude, ! Health games tend to align game goals with health goals. Fitness games align physical exercises with progression and in-game scoring and rewards. Therapeutic games align health knowledge and skills with factual information needed to win the game. This is one of the first improve their skills and benefits of health games, and why they are quite often targetted at children (see next slides).! ! their confidence. They The problem is most game developers stop there. They remain factual and at the can bring behavioral knowledge level. ! ! changes. ! Games are about behavioral change, not just knowledge. And this is interesting for health Figure  2:     games. Because in most cases people know what they need to do in order to get in shape or Quote  of  Debra  Lieberman,  PhD,  director  of  the  Health   Games  Research  naEonal  program.   manage their health. What lacks is the behavioral change. Games can instill new habits thanks to their game mechanics. Game developers can break the barriers that refrain us from adopting healthy behaviors.! Can  playing  digital  games  improve  our  health?    Debra  Lieberman  TEDxAmericanRiviera  
  • 9. Health games, what are those? The idea of linking health and video games is not new and has been time for practically as long as video games exist. The first commercial fitness video game was Athletic World on the NES and designed to be used with the Power Pad. The game featured olympic-styled challenges, where the player run and jumped on the pad in the same fashion as a modern dancepad, but also had a personalization mechanic: is asked the player for the date and the player’s name, gender and age to adapt the challenges accordingly. Since then, the Figure  1:     commercial success of the Wii Fit, a fitness pad for the Nintendo Wii, helped install fitness video games as The  Bandai  Power  Pad  (1986),  a   beneficial for the health and well-being of player through interactive physical exertion.! precursor  of  all  fitness  games.   ! ! ! On the other hand, educational games are often focusing on conveying knowledge and education, and tend to sacrifice gameplay mechanics to that end. Those are then closer to serious games, that we are excluding from our research scope today. Even the best ! among those games, such as Bronkie or ReMISSION, both targeting kids, sometimes fall short of being fun, because they mainly ! target a particular disease or condition, cutting down the universal and general aspect medicine and health have: everyone is concerned by health problems, why not try to tackle its whole complexity?! ! A third type of health games are too often ignored. A hospital-simulation game, Theme Hospital was completely health-themed, but with a cartoony twist and without rigorous real-life medical content. Those few health-themed games, like Dr. Mario or the more recent Trauma Center, made the player play in a medical environment, but without any educational part to it. The goal of the game was pure fun. The health theme is just there to bring relevant gameplay mechanics. Those games were far better commercial successes than educational games.! ! Fitness  games   EducaEonal  games   Health-­‐themed  games   Figure  2:     Figure  4:     Figure  3:     The  Wii  Fit  commercial  success  is   Bronkie  (1997)  was  a  game  (developed  by   Theme  hospital  (2002)  was  a  game  where   key  to  showing  fitness  video  games   Debra  Lieberman)    where  the  player  was  a   the  player  was  a  hospital  manager  and  had   is  fun  and  engaging.  A  lot  of   dinosaur  with  asthma  that  had  to  clear  the   to  cure  crazy  and  cheeky  diseases,  it’s   research  has  been  made  on  the   planet  of  dust  and  cold  flu.  ReMISSION  (2009)   become  a  classic  of  the  genre.  Trauma   subject.   had  the  player  navigate  in  3D  in  the  body  of   Center  on  the  Wii  was  a  surgeon  simulaEon   cancer  paEent  to  destroy  tumors.   game  using  the  Wii  stylus.  
  • 10. Health Games today are disinspirational Our hypothesis is that health games today lack the reach we see video games could have. Healthg games are either fitness games that are a fun and interactive way to adopt a healthy behavior, or they are educational games for kids or a targeted segment of patients.! ! But games can truly have a more important impact. Biologists tapped into a vast computational ressource, the ability of the human brain to recognize patterns and to reason spatially with a multiplayer online puzzle game called Foldit. It had deep gamification elements, and turned out to be a major success, achieving computations on a much broader scale than what would have been possible using conventional ressources1.! ! Jane McGonigal, PhD and UC Berkelery ! researcher, became an advocate on how gaming can have a purpose and impact the greater Figure  1:     good, through four positive elements : ! FoldIt  (iniEal  release  in  2008)  is  a  massively  mulEplayer  puzzle   game  harnessing  human  players  appeal  for  compeEEon  to   •  blissful productivity: gamers have goals find  the  best  stable  folding  pa)erns  for  proteins.     and objective, the feedback loop inform them constantly on the impact they have2! •  urgent optimism gamers spend 80% of their time failing in game worlds, yet they stick to the challenge through resilience2! •  stronger social bonds playing a game boosts trust among players2! •  epic meaning playing as a hero in a Figure  2:     fantasy generates awe and wonder, Jane  MCGonigal  giving  her  2010  TED  speech  on  how  gaming   positive feelings that according to research can  help  bring  the  best  in  people.   Figure  3:     SuperBeAer,  for  which  Jane  McGonigal  is  a  CreaEve  Director,   make people more likely to collaborate on a is  a  way  to  leverage  the  posiEve  elements  of  gaming  to  reach   self-­‐development  goals  for  players.   larger scale2! We suggest that health games can and should leverage the empowering mechanics researchers have unveiled, because of the universal appeal the health theme has. We are going to study how those mechanics can be applied and our applied research progress in that direction.! ! 1:  PredicCng  protein  structures  with  a  mulCplayer  online  game,  Cooper,  KhaEb  et  al.  and  >  57,000  FoldIt  players,  Nature  2010,  2  :  Be  a  Gamer,  Save  the  World,  Jane  McGonigal  The  Wall   Street  Journal  2011  
  • 11. Malaria detection through crowd-sourced games.! THE MALARIA EXPERIMENT
  • 12. A health crowd-sourced game on Malaria Inspired by the TapIt experiment, researchers have been driven to try to port the same kind of experiments to the medical field, to tap crowd-sourcing’s vast resources for health.! ! How? Combining machine learning and gamification, UCLA researchers built a telepathology platform to see if they could approach the accuracy in diagnosis of medical professionals with gamers that are non-medical experts, to make remote diagnostics decisions without the need of a local medical expert. ! ! The target field of study was the analysis of microscopic analysis of biomedical specimens, and the target disease was malaria, because of its effects on red blood cells (RBCs) and the fact infected RBCs are recognizable with a light microscope. Malaria is still the major health problem Figure  1:     for scores of tropical and sub-tropical countries (cause of 20% of all childhood deaths in the The  Malaria  Diagnosis  Game  interface:  the  gamer  uses  the   region). ! syringe  to  select  infected  red  blood  cells  and  the  bucket  to   collect  the  healthy  ones.   ! ! ! ! Interestingly enough, computer vision has been tried as a means to automate malaria detection ! in RBCs. However the extreme variations in blood smear preparations (used to photograph ! RBCs), cell density, illumination and optical material made the task an inconclusive one. Human vision however can abstract those variations and recognize the sane or infected patterns.! ! The game platform was primarily meant to be the web, but was accessible through any Android- enabled device (tablet or phone). ! ! The game validated the skill of players by providing a training phase where they were submitted to 261 RBCs known images of which 20 were infected and identified as such in the database, but of course not for the player. Players had to attain a 99% level of accuracy to be allowed to Figure  2:   participate in the actual game. Then during the game roughly 20% of the RBCs were control The  hybrid  (machine+human)  diagnosis  plaoorm.  A  computer   cells, used at the end of a game as a means to score the player’s performance.! vision  algorithm  first  assesses  if  images  are  difficult  or  not  to   diagnose  (with  T  as  the  difficulty  threshold),  difficult  images   ! are  fed  to  the  players,  and  then  merged  with  the  easy  ones  to   expand  the  training  database  and  reinforce  the  computer   vision  algorithm  through  machine  learning.   Distributed  Medical  Image  Analysis  and  Diagnosis  through  Crowd-­‐Sourced  Games:  A  Malaria  Case  Study,  Mavandadi,  Dimitrov  et  al.,  May  2012  Public  Library  of  Science  
  • 13. The results : a successful experiment Within the framework described above, several experiments have been conducted to assess the efficacy of crowdsourcing over machine learning, and the hybridization of both.! ! The crowdsourcing experiment turned out to be a true success: “The combined accuracy of the gamer diagnoses was 99%, with sensitivity (SE) of 95.1% and specificity (SP) of 99.4%. The positive predictive value (PPV) and negative predictive value (NPV) were also quite high at 94.3% and 99.5% respectively”.! ! The computer-vision algorithm without the human crowd and on the same dataset achieved the following results : an overall accuracy of 96.3%, with SE-SP of 69.6%–99.0%, Figure  1:     and PPV-NPV of 87.7%–96.9%.! The  effecEve  crowdsourcing  “formula”,  quoEng  the  study  :  “The  images   ! are  treated  as  a  sequence  of  binary  values  that  are  broadcast  by  the   server.  The  gamers  are  effecEvely  noisy  repeaters  that  in  the  most  ideal   The hybrid experiment, with the algorithm described in figure 2 of the previous slide, case  output  the  correct  symbol  for  the  inputs  that  they  receive.  Each   allowed to increase SP and PPV by 20% and 7% respectively, but with only 10% of the repeater  transmits  its  own  noisy  version  of  the  same  input  symbol  to  a   decoder.  The  decoder  combines  all  the  received  repeater  outputs  and   RBCs sample being submitted to the crowd, the rest being analyzed by the computer vision decodes  a  final  output  zi,  which  ideally  will  be  the  correct  label/ algorithm. This helped make this game a really viable option for crowd diagnosis, reducing diagnosis  for  the  input  images.  The  repeaters  can  be  modelled  as  Binary   CommunicaEon  Channels  (top-­‐ler).  pij  corresponds  to  the  probability  of   the crowd required size while increasing its efficiency. ! receiving  symbol  j  when  in  fact  symbol  i  was  transmi)ed.”     ! The last experiment increased the RBCs sample size. This experiment yielded an SE of 97.8% and an SP of 99.1%. The PPV was 96.7% and the NPV was 99.4%. This experience boosted the PPV, which is important as the high-rate of false-positives in malaria diagnoses is one of the major challenges in sub-Saharan Africa, according to the study.! ! The major takeaway : the accuracy of the human crowd is within 1.25% of the diagnosis decision made by the infectious disease expert.! ! It’s interesting to notice this experiment was just a proof of concept, and calls for a broadening of the method for a larger platform with more players.! Figure  2:     ! SensiEvity  is  the  most  impacted  to  the  skill  of  the  players  for  crowd-­‐ For the Cliinic project, we aim at reproducing the same kind of framework for studying the diagnosis  plaoorms,  as  this  graph  shows.  Accuracy  seems  to  be  less   sensiEve.     impact of the crowd on diagnosis. However we aim at involving a greater chunk of what makes a game a game : storytelling, fun, & gameplay progression.! Distributed  Medical  Image  Analysis  and  Diagnosis  through  Crowd-­‐Sourced  Games:  A  Malaria  Case  Study,  Mavandadi,  Dimitrov  et  al.,  May  2012  Public  Library  of  Science  
  • 14. What’s great? What’s wrong? Is it lupus? ! THE HOUSE FACEBOOK GAME: A CASE STUDY
  • 15. A lesson in gameplay Inner This facebook game epitomizes one of the observation we made: solving medical loop mysteries can be fun. House M.D. made that clear to everyone, and even before that, TV shows like ER spurred the medical knowhow of the masses.! ! Facebook games is a great medium for viral growth, enabling to attain a large audience Figure  1:     (we will study this in the next few slides), all the while engaging for a long duration casual Is  this  the  Malaria  mini-­‐game  spin-­‐off?  No,  it’s  just   the  way  player  can  make  blood  count   gamers, and incentivize repeat usage. The approach Ubisoft chose was to cradle the invesEgaEons:  a  Emed  mini-­‐game.   House M.D. breath-taking storytelling inside the familiar Farmville-like isometric layout, with building elements in your hospital, avatar customization, and less-pervasive-than-usual friend invites. ! ! To realize diagnosis and investigations of patients, the gaming mechanics are really simple, and amount to copies of famous mini-games or puzzle games. A cardiac arrest triggers a mouse-bashing action (clicking many times) or a rhythm mini game (clicking in cadence). Those mini-games are the inner feedback loop.! ! Figure  2:     The  example  of  the  pharmacy  shows  the   The progression, aside from the storytelling, is also driven by two outer feedback loops: the appointment  mechanism:  to  cure  paEents  you  need   appointment mechanism and the widening of gameplay possibilities. By restricting the to  order  pills  wEh  cash,  if  those  are  not  in  stock,  you   need  to  wait  for  the  order  to  arrive.  At  later  levels   actions with a cost of energy for every actions, and having to order medications and wait for this  can  take  up  to  a  day.  Forcing  you  to  step  back   them to arrive, this generates an appointment loop. Unlocking investigation rooms and from  your  session  and  come  back  later,  forcing   levelling up generates a sunk-cost fallacy (I invested so much time, it would be a waste not to repeat  usage  unto  players.   continue) making the player want to continue. ! ! Part of the success of the game comes from it reproducing the kind of character dynamics found in the TV series: the player is just a mute team member in the original cast, with House making frequent comments and piques, in a fan-service fashion. This is pretty efficient and makes for an enjoyable gaming experience. The storytelling is really Figure  3:     good, with patient cases still inspired by Lisa Sanders (medical advisor on the show and well- The  classic  social  game  economy  and  reward   known writer of the bestseller book Every patient tells a story), creating a real will to pursue system:  energy,  experience  points,  credits  (real   currency),  cash  (in-­‐game  currency),.  You  can  also   the game and go forward.! noEce  an  invesEgaEon  room  that  is  currenly  locked.   ! Outer Only  by  playing  more  will  the  player  by  able  to   access  it  and  unlock  new  mini-­‐games.   To conclude, this game tightly wraps efficient game mechanics together and build a health- loop themed game with more than usual, beyond just the game setting of a hospital. But did Ubisoft succeed in conveying the !
  • 16. How succesful is it in conveying medical knowledge? The game didn’t go for what was easier: they didn’t try to “cartoonize” or “dumb-down” the medical content of its game. The diseases are actual diseases, and not a funny representation of them. ! ! Rather than that, it focused on making the patient stories as compelling as it could, all the while being rigorously exact. ! Figure  1:     ! This  board  explains  the  basics  of  differenEal  diagnosis  to  players.   The first very interesting element, is by conveying the actual methodology of modern evidence- based medicine. The player must undertake Figure  2:     research and investigations, to eliminate potential As  of  the  28th  of  August  2012,  House  M.D.:  CriEcal  Cases,   the  game  had  130,000  Daily  AcEve  Users  and  over  1,200,00   diagnoses (which are established in advance for Monthly  acEve  users.  Its  DAU/MAU  raEo  was  rather  good,   the user). This is very positive because it’s making within  a  11  to  13%  window  according  to  this  AppData   Graph.   the inner workings of differential diagnosis to the user.! The second interesting element is an in-game disease database, indexing all the diseases met during play sessions, and through which House (a figure of authority) gives some factual information on the conditions to the player. ! ! The reaction on the forums is very positive. Some players are actually pausing game sessions to check for the diseases they face on Wikipedia or Google. This is exactly the reaction a health game should strive for.! ! As far as the Cliinic project is concerned, the House M.D.:Critical Cases game constitutes an Figure  3:     important inspiration. ! An  unheard-­‐of  feature  for  a  facebook  game:  an  actual  knowledge   ! base  giving  informaEon  on  all  the  in-­‐game  diseases,  their  causes,   symptoms  and  treatments.   Not only are the gaming mechanics really good and polished, but also the medical content is relevant and improves the medical knowledge, in a relative way, of its million of players.!
  • 18. The dev team Wilson Mathieu Guillaume UBC Med student, Ariel reviews clinical cases and in charge of graphic design! The med team Havard CS VP of Marketing in IT graduate and CS undergrad, lead B2C big data startup, student, lead developer! co-founder and developer! product manager! Janny UBC Med student, drafts clinical cases, creates The advisors prototypes, co- founder! Gert Stan UBC Language and Literacy Laura Education PhD candidate, health literacy researcher! UCSD CS teacher, UBC Pharmacology crowdsourcing and teacher and Virtual machine learning Patient expert, reviews expert, honorary CTO! and proof-reads cases!