This presentation explores the impact of technology on the delivery of health services and medical training and development from 1963 into the future. It draws the conclusion that the use of these technologies for the training and development of medical professionals will not be adequate to meet the challenges of present day society, especially key issues such as obesity and dementia. It argues that the emerging technologies of sensor networks and data visualisation offer the potential to reshape the management and delivery of health and wellbeing so that it is shifted towards the responsibility of individual citizens and new providers with little or no medical training.
4. Today's Key Message
You ain't seen nothing yet!
Immersive Technologies, Serious Games and "Gamification"
are likely to play a vital role in addressing some of the most
important challenges in healthcare and society.
16. Games Masters change the rules
and mechanics to shape the
outcome of games - they are the
most powerful influences
17. Can you imagine a world without
computers, phones and cars ?
18. The Way we Were
Teachers transferred knowledge
We knew all our neighbours
We rarely travelled outside our community
Banks were banks, Grocers were grocers
We built a career in the same company
We dated and married within our community
Individual Choice and Power was limited
26. The Way we Are Today
Teachers are coaches and mentors
We know none of our neighbours
We travel and live outside our community
Record companies become airlines, Grocers become
banks
We change jobs and companies often
We date via the Internet and don't marry
Individual Choice and Power is unlimited
32. The Networked Society
The unprecedented levels of choice and power
delivered to every citizen by technology makes us
the most connected society in history yet there is
a disconnect between choice and consequence,
power and accountability and rights and
responsibilities.
It is this disconnect which creates many of the
challenges we face
43. Visualisation of sensor data tracking our lives
linked to games and simulations will provide the
feedback and control mechanisms that will
reconnect our society
44. In the UK pilot schemes are in progress
to use gyms to treat obese patients as a
cost effective alternative to gastric
surgery
45. European Projects like DOREMI will
explore games and sensor technologies
that support independent living
Segamed 2013 has already illustrated many serious games and simulation applications in the health sector covering training, diagnosis, prevention and treatment
This presentation presents a different perspective showing the impact of technology on health service provision from 1963 into the future
All human life and activity has elements of gamification embedded – every parent employs gamification to influence a child’s behviour, such as pretending the mouth is a tunnel and the spoon is a train to persuade a child to eat