Why is there a need for gamification in healthTech?

Motivation and its impact on humans’ work, hobbies and everyday life is an escalating field. Many new motivational interventions have been designed and tested. Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being and is increasingly used. The method is widely used in the field of developing digital pharmacology and e-health. This because at the time being the field is facing the same challenges as all other industries – problem with the client’s retention, conversion, and engagement.

What is gamification in healthTech?

Research has been made for Gamification within health and wellbeing where the effect of gamification was positive. Gamification has a positive impact on health-related behaviours. Applications in healthTech have been proven to yield an engagement, but to reach the full potential, it is necessary to build solutions on theories that exploit the core experience and psychological effects of game mechanics. That is why Gamification is increasing in the field of digital pharmacology, life-science, and e-health. It lies in its power to make the user group evaluate their behaviour and change them for the better.

Gamification vs other systems in healthTech

Studies have been made on Rheumatoid Arthritis Patients, where randomized controlled trials for patients containing online social support and gamification features and a control group that had no access to a website. The patients were more physical activity, health care utilization, and medication overuse; secondary outcomes included empowerment and knowledge of the diagnose increased. Physical activity increased over time for patients having access to social support sections plus gaming. Patients who had access to either social support sections or the gaming experience of the website gained more empowerment in theirs. Patients who were offered a gamified experience used the website more often than the ones without gaming.

Gamification and user engagement

In the field of life-science and e-health gamification has emerged as an essential tool to link many of the motivational- and behavioural theories in psychology, central to successful behaviour change. Gamification presents itself as an excellent tool for this by showing a clear target and rules for the patient(s) to follow on their way to achieving their respective goals. If a patient believes improvement is to be a possibility and that hard work will make this expectation a reality, he or she will work harder to achieve that goal. The motivation increases as a result of articulating what the patient(s) can expect as a result of their efforts in the field.

Some gamification examples and success stories from healthTech

In a study, Design of an mHealth (mobile health) App for the Self-management of Adolescent Type 1 Diabetes, adolescents with type 1 diabetes and their family caregivers were interviewed. In the evaluation phase, a pilot group of adolescents, with a glycated hemoglobin (HbA1c) were sampled. The results showed that the daily average frequency of blood glucose measurement increased significantly. The satisfaction was high among the participants, with 88% stating that they would continue to use the system. The conclusion was that the mHealth diabetes app with the use of gamification incentives showed an improvement in the frequency of blood glucose monitoring in adolescents with type 1 diabetes.

GWEN as a solution in HealthTech

GWEN has been implemented in many different contexts within healthTech. From an application measuring blood pressure for patients with the goal of feeling motivated to take the blood pressure on an every-day basis, to an application for addicts to get engaged to stay sober. In other popular fields, you can find GWEN is in the fitness industry in several applications focusing on well-being.

Reqeust a Demo

Request Demo