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Everything You Know About
Gamification Is Wrong
Ayogo Health Inc.
Ayogo is on a mission to transform the
healthcare industry by helping patients
incorporate their care plans into their lives.
Global 100: Most
Innovative mHealth
Companies
Top Ten mHealth
Entrepreneurs
“…game-changing
innovation…”
Top Three mHealth
Campaigns
We’re changing the healthcare experience forever,
improving health and financial outcomes for our customers,
through the science of engagement.
Michael Fergusson
CEO & Co-founder
Paul Prescod
CTO & Co-founder
Patrick Moody-Grigsby, BA
Creative Director
Shauna Gammon,
BSc, BCS, MSc
Lead Product Designer
Ricard Adrianza, BSc
Art Director
Dan Loach, PhD
UX Designer
Mavis Dixon, BA
Manager - Projects &
Engagement
Ian Suda, BSc
Lead Software Developer
Adam Vernon, MA
Software Developer
Team
Patients are given the tools they need
to manage their health and reach their
stated personal goals.
They do not use them.
The Problem
Give patients tools like this to
help them manage their
health…
…but they’ll ignore them
and instead spend time
with applications that
look like this.
Why are patients drawn to
useless distractions instead of
towards applications that can
literally save their lives?
Why?
But there’s good news!
Humans evolved games and play to overcome this
propensity to distraction, so they could make longer-
term investments in skills and knowledge.
Healthcare applications are typically designed to
be precise, or fast or accurate, but they are rarely
personal, emotionally satisfying, or beautiful…
…which is precisely why they are not engaging.
It Takes A Relationship
Engagement is not about efficiency,
it’s about emotional involvement.
Games offer us design patterns that have
been proven successful in generating
engagement over time.
What Went Wrong?
Let’s give people points when
they do something good.“
Can we add leaderboards to
make it more social?“
How about badges to acknowledge
their accomplishments?“
Baked In
vs.
Tacked On
Gamification is not putting
points, badges, or leaderboards
on top of systems that are not
designed for fun.
http://upandhumming.com/
2013/12/that-time-my-
treadmill-almost-killed-me/
Translate To Tech
How Do We Bake It In?
Agency:
create meaningful
choices that must
be made
Designing For
Engagement
Challenge:
provide a real
conflict that needs
to be resolved or
overcome
Designing For
Engagement
Uncertainty:
ensure outcomes are
not pre-ordained
Designing For
Engagement
Discoverability:
let the rules be
mastered during the
course of play
Designing For
Engagement
Outcomes:
recognize outcomes
beyond points and
badges
Designing For
Engagement
References:
•  http://www.redkeybluekey.com/2011/09/8-principles-of-good-game-design.html
•  Salen & Zimmerman, “Rules of Play”, MIT Press 2004
These are fundamental building blocks of
Ayogo’s platform for behavior change.
A customizable framework that
helps patients engage with their
therapeutic program through
gamification, social
connectedness, and education.
In the standard program, health coaches observe
many patients filling in paper logs moments
before their weekly check-in class begins...
With Picture It!, 60% of patients were highly
engaged: on average they completed 3 of 5 care
plan tasks each day, and lost 2.2 times the weight.
Picture It! Pilot Results – Bariatric Pre-Surgery
An Alternative: Delightification ;)
Shauna Gammon| shauna@ayogo.com | @shaunagammon
1-888-680-9882 | ayogo.com
Thank You!

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Ayogo Health, Inc. - Everything You Know About Gamification is Wrong