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Gamification as a life-saving medicine!

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Can Games Save Your Life?
Can Games Save Your Life?
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Gamification as a life-saving medicine!

  1. 1. GAMES FOR HEALTH EUROPE CONFERENCE 2018 Gamification as a life-saving medicine! Ting Jiang Principal, Global Health and Development Duke University
  2. 2. MAKING PEOPLE HAPPIER, HEALTHIER, AND WEALTHIER WITH BEHAVIORAL SCIENCE
  3. 3. It’s yours if you guess it right! Guessing Game: cookiers & puzzles
  4. 4. This can be YOURS!Ate 2 cookies (no radishes) Ate 2 radishes (no cookies) 19 min ?
  5. 5. Why?
  6. 6. Takeaway: We are less rational than we think, but our irrationality is more predictable than we think.
  7. 7. What kills us?
  8. 8. European Region African Region Source: WHO, 2016 -Move more? -Eat less? -Relax? -Save more? -Drink less? -Wash?
  9. 9. Why don’t we?
  10. 10. 23%
  11. 11. Eat more healthily?
  12. 12. Source: Woolley & Fishbach, 2017 New Year Resolutions - “Which ones last longer?” Life-changing, useful, important? Rewarding, fun, enjoyable? but painful, difficult, non- gratifying VS.
  13. 13. But not much longer...
  14. 14. The war for attention!
  15. 15. GAMIFICATIONS Challenge + rewards → attention-grabbing
  16. 16. Good idea, but not scalable!
  17. 17. Gamification of “targeting”
  18. 18. Football: Gamification of running
  19. 19. Do we gamify all healthy behavior?
  20. 20. vs. Increased sales by 71% Wansink (2013) Make it Easy
  21. 21. Make it Attractive Immediate System I gratification substituting long-term rewards!
  22. 22. Make it Social
  23. 23. Make it Timely
  24. 24. Increased nutrition info awareness, but NO decrease (even slight increase) in calories bought. The American Journal of Preventive Medicine in 2011
  25. 25. Solution? KG
  26. 26. Plate size matters - It doesn’t always need attention!
  27. 27. Where can gamification make the biggest difference for health?
  28. 28. Game 1: Remember this number...
  29. 29. What is (8x7)+6+6+5? 73
  30. 30. Game: Remember this number... Your prize: Cureall
  31. 31. ● Heuristics ● Habits Most daily decisions... The limited space (that of 7-digit) in System II are re-written constantly... Not meant to trigger daily behavior.
  32. 32. System II System I
  33. 33. Game 2
  34. 34. Creating long-lasting behavioral change: from “Reward Substitution” to “Habit Change”!
  35. 35. ● Cue ● Response ● Rewards
  36. 36. Behavioral Diagnosis Lack intention (System II & I) Intention-behavior gap (Mostly System I barriers) Uninformed; False beliefs Or, not in system I [Not so effortful] Mindless (Habitual response) [Effortful] Bounded willpower
  37. 37. Our behavior vs. medicines
  38. 38. [Not so effortful] Mindless (Habitual response) [Effortful] Bounded willpower Games that help you acquire healthy habits! Games that reward directly your healthy behavior! Do the right thing for the wrong reason!Habits: cue-response-rewards
  39. 39. Habit formation: - Stable cue conditioning - Response rehearsal - Immediate, variable rewards Easier in games than in real life...
  40. 40. African RegionDeaths per 100,000 population Source: WHO 1 in 3 die from treatable… 1 in 26 children from diarrhoeal... “What if you save enough to pay for it…” What helps one save ahead for heath?
  41. 41. A mobile health wallet just for health
  42. 42. In a game, PAIN → Stimulating challenge - Barrier: cashiers don’t have a habit of using M-TIBA platform → BillThrill
  43. 43. Game of skill! - Flow...
  44. 44. Behavioral Barrier: Forgot to deposit
  45. 45. Savers’ behavioral Barrier: Unfamiliarity of new behavior But, >4 times?
  46. 46. Cues
  47. 47. Response
  48. 48. Reward
  49. 49. Women Men
  50. 50. Cues
  51. 51. Response
  52. 52. Myopia: Long-term benefits are invisible… → lack response-rewards feedback loop
  53. 53. —> YES, but at the level of system I or II?
  54. 54. Health Financing Game: Happy Money
  55. 55. Simulated personalized discovery -Experiential learnings that last.
  56. 56. Life-saving medicines: Gamified habit change + Gamified living + the tool of experimentation
  57. 57. Results: Compared to control calendar without tracking and stories: 30% vs. 17% savers in the 1st month
  58. 58. Story telling component
  59. 59. Implementation intentions Immediate and delayed rewards Personalization
  60. 60. What can Behavioral Science add? 1. Help define the problem “If I had one hour to save the world, I would spend 55 minutes defining the problem and only 5 minutes finding the solution.” 2. Test & Tweak the treatment
  61. 61. If we use medical procedure for behavioral cure... - Diagnose (system I vs. II) - Treat (using games) - Test and tweaks (using experiments)
  62. 62. Gamification in your own life?

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