cdc npin in the know: gaming & mobile for public health webcast presentation
DESCRIPTION
This is the third of six interactive webcasts in the series, In the Know: Social Media for Public Health. Each webcast focuses on a different social media channel and provides basic information, tips, success stories, and discussion on how best to use social media to promote public health and expand outreach initiatives.TRANSCRIPT
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Gaming and Mobile Erin Edgerton Norvell, Harsha Vemulapalli & Ben Sawyer
#SM4PH
www.gamesforhealth.org
Ben SawyerDigitalmill, Inc.
@bensawyer
Games for Health
About Me...• 10+ years in games
• Serious games 2002
• Games for Health 2004
• 24+ game projects
• Build a community and field
• Practice what we preach
The Game for Health Project is funded by...
John Hopkins Hospital patient enjoying active videogame play
June 26-28, 2013 - Boston, MA
Games for Health: The PromiseIdentify, and make available comparative
advantages all of videogames offer...
Build accessible tools to model & play with health...Build accessible tools to model & play with health...Build accessible tools to model & play with health...
Public
Core engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle developmentCore engagement for active & healthy lifestyle development
Engage & Motivate Change & Support Scale & Sustain
News forms of active communication w/better resultsNews forms of active communication w/better resultsNews forms of active communication w/better results
Help People Make Better ChoicesHelp People Make Better ChoicesHelp People Make Better Choices
Videogame Health...
Engage & Motivate Change & Support Scale & Sustain
Compelling opportunities you desire to engage...
Interface as symbiotic aid to help you achieve
success.
Game systems create sustained engagement
ChallengeStory
Competition
Process of PlayCharacter GuidanceMultiplayer Cohesion
ScoreStory Progression
Decision Immersion
Why I Start Why I Enjoy Playing Why I Keep Playing
Personal Professional Practice Research / Academia Public Health
PreventativeHealth Assets:
PERMA, Exergaming, Stress, Nutrition
Patient Communication Data CollectionPublic Health Policy &
Social Awareness Campaigns
TherapeuticPT/OT Sensorimotor
RehabitainmentDisease Management
Pain DistractionCyberPsychology
Disease ManagementVirtual Humans First Responders
Assessment Self-Ranking Measurement Inducement Interface/Visualization
Education & Training
First Aid,Patient EducationHealth Literacy
Skills / Training Recruitment Management Sims
Informatics Personal Health Record (PHR)
Electronic Medical Record (EMR)
Visualization Epidemiology
Production Personal Data CollectionQuantified Self
Biotech Manufacturing & Design
Biotech Manufacturing & Design
Large-scale Data Collection & Monitoring
Games for Health Taxonomy
Areas of Interest
Messaging& Awareness
BehaviorChange
Public Health Training Research
Examples
Vaccines Exercise& Nutrition
DisasterPreparedness Analytics
Examples
Public Health...
Success Stories
www.gamesforhealth.org
Ben SawyerDigitalmill, Inc.
@bensawyer
Games for Health
Transition
www.gamesforhealth.org
Ben SawyerDigitalmill, Inc.
@bensawyer
Games for Health
Health Games for Everyone!
Large SalesLow Health Impact
High Health ImpactNarrow Target Audience
Bad GamesBad Targets
Solve Deltabetween sales and health impact
Move Beyonddisease state based games
Better GamesBetter Targets
Health is a state of complete physical, mental, and social well-being and not
merely the absence of disease or infirmity.
WHO
Positive Health“Positive health describes a state beyond the mere
absence of disease and is definable and measurable.” - Dr. Martin Seligman
Can we instigate “super health” or positive “health assets” that create improved future health outcomes?
Biological Markers Psychological Markers Functional Markers
• Less frequent and briefer ailments • Rapid wound healing• Enhanced recuperative ability • Greater physiological reserves
Hypothesis:
Sensors Connected Health
Quantified Health Positive Health
Sensors Connected Health
Quantified Health
What this means...
Get to you earlier +Self efficacy about healthiness build health assets
10-40 engaged! change model of self-health biometric games
What Should EVERYONE Play?
Not disease based Consumer biz/dist models
multiple health issues ideally global
be healthier immediately... offers population effects
address new health model & health literacy needsaddress new health model & health literacy needs
First Aid
Positive Psychology & PERMA
Exergaming
Nutrition
RiskyMe
Healthy Me
Probability
Anti-Drug, Smoking, STD, Alcohol
Cognitive Health
Hygiene/Infectious Health
Stress
Health Finances&Consumption
Vaccines
Crowdsourcing
Self Diagnostics
Emotional Health
G
G
GG
G
G
GG
G
G
G
G
G
G
G
G
G
SEO
XBox Live
iPad
PSN
Android
iPhone
Wii
HTML5
STEAM
Origin
Ephemeral
Kongregate
Windows 8
Mac App Store
Nutrition
First Aid
Self Diagnostic
Crowdsourcing
PERMA
First Aid
Self Diagnostic
Vaccines
Viral
HealthyMe
RiskyMe
First Aid
Anti-STD
HealthyMe
Probability
Vaccines
Disclosure: Digitalmill is a paid design & production consultant to this project.
www.gamesforhealth.org
Ben SawyerDigitalmill, Inc.
@bensawyer
Games for Health
Mobile
• Mobile Devices • Mobile Sites and Apps • The Mobile User • The Mobile Experience
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Mobile Overview
#SM4PH
In this session we are going to focus on a few aspects of mobile:
• Mobile in Public Health • Benefits of Mobile • Effective Mobile • Best Practices • Cool Tools
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Mobile Overview
#SM4PH
Also,
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Mobile Devices
#SM4PH
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Devices
#SM4PH
• Mobile devices are generally considered phones (smart and non-smart), tablets and laptops.
• By the end of 2013, the number of mobile-connected devices will exceed the number of people on earth. (source)
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Devices
#SM4PH
Take-Aways • There are different types of mobile
devices • Devices vary greatly in aspects such
as operating systems, screen sizes, resolution
• Devices are being released constantly
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Site & Apps
#SM4PH
app
site
Site & Apps
Mobile Site Similar to any other website but are designed for the smaller displays and touch-screen interfaces
Mobile App Actual applications which are downloaded and installed, rather than browsed to within a browser
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Site & Apps Mobile Sites Pros: • Cheaper to create • Easier to maintain • Device agnostic Cons: • Limited access to device features • Dependent on connectivity
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Site & Apps Mobile Apps Pros: • Perform faster • Higher success rates • No connection required
Cons: • Higher costs for development & maintenance • Additional efforts for each supported platform
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The Mobile User
Gender: virtually even between men and women
Age: highest among 18-49 year olds
Geographic: highest among urban and suburban users
Who Owns Them
Ethnicity: almost even among groups
Income: highest among people earning over 75k but still significant below that income bracket
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The Mobile Experience
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Differences in the mobile experience: • Not always seated • Not always in an expected environment • Keyboards and mice can’t always be
expected • Smaller screens • Difficult to multi-task
Benefits of Mobile
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• Improved user experience • Increased engagement • Increased reach • In the moment access
Effective Mobile
• Be Responsive • Avoid Flash • Minimize inputs needed • Size graphics/images appropriately
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Best Practices
• Have a Multi-Device Strategy • Redirect appropriately • Insure the message is appropriately focused • Insure links/buttons are big enough to touch • Insure forms are optimized • Insure accessibility • Take advantage of mobile’s unique attributes
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Mobile in Public Health
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National HIV & STD Testing Resources
• Developed by: – American Red Cross
• Features: – Step-by-step instructions guide users
through everyday first aid scenarios. – Integrated with 9-1-1 to call EMS from
the app at any time. – Videos and animations make learning
easier – Safety tips – Interactive quizzes
• Download: – iPhone link – Android link
Mobile in Public Health
• Developed by: – Dept. Veterans Affairs
• Features: – Learn about PTSD – Self-Assessment – Manage Symptoms – Find Support
• Download: – iPhone link – Android link
Mobile in Public Health
Cool Tools
• Responsive Design Frameworks (Bootstrap) • Responsive Design Testing • Adobe Edge Inspect • MediaQueri.es • Google Plus
22 #SM4PH
Want More In the Know?
Join us from 2-3 p.m. EST for… •Facebook & Image-Sharing – April 23 • Google Plus & YouTube – May 14 • Measurement & Evaluation – June 4
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Tweet “I’m in the know” with your tips and success stories @CDCNPIN and be featured in our next #SM4PH webcast!
#SM4PH
Acknowledgements Presenters
Erin Edgerton Norvell & Harsha Vemulapalli Special Guest
Ben Sawyer, Games for Health Executive Producers
Harry Young & Melissa Beaupierre Technical Producer/Director
James Bethea Social Media Coordinator
Carlos Chapman Health Communications Support Team
Katie Mooney, Tiffany Spencer & Tessa Revolinski
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#SM4PH
Thank You! www.cdcnpin.org
@CDCNPIN