Slide 1

Slide 1 text

Groundhog Day Seeking Progress in Gaming for Health Prof Sebastian Deterding Dyson School of Design Engineering Imperial College London @codingconduct.cc @[email protected]

Slide 2

Slide 2 text

Almost every new applied gaming paper I read

Slide 3

Slide 3 text

Retrofuturist Longing

Slide 4

Slide 4 text

1997 1977 1970

Slide 5

Slide 5 text

It’s 55 years later! Where are my flying cars?!? •Training games in every medical and nursing school? •Prescription games for every behavioural intervention? •Public health campaign games on every social media channel? •Health game industries with strong GVA, employees, valuations, revenues, profits, serviced markets, …

Slide 6

Slide 6 text

The great 2020 success story?

Slide 7

Slide 7 text

2024: Taken private at 4% of valuation, after letting go 46% of staff and sustained massive losses

Slide 8

Slide 8 text

Prescription Digital Therapeutics and Digital Health keep growing, but “games” are not on the map* * Of 13 FDA-cleared PDTx, only EndeavoRx self- labels as game

Slide 9

Slide 9 text

NICE: Play COTS games to distract from restless leg or smoking cravings, counter mild dementia, improve mood

Slide 10

Slide 10 text

We are stuck in promise land

Slide 11

Slide 11 text

The New Black* Serious games! 1970 2010 Gamification! * Rekindles public debate and R&D funding 2001 2017 2021 Serious games! 1990 Edutainment! XR! Metaverse! 2023 AI+!

Slide 12

Slide 12 text

“Soon”

Slide 13

Slide 13 text

Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Wardley: New tech follows a curve of commoditisation

Slide 14

Slide 14 text

Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Health games are stuck at custom-built

Slide 15

Slide 15 text

Single custom-built breakout successes … … do not make applied games a commodity

Slide 16

Slide 16 text

10 reasons, 3 calls to action Why are we stuck?

Slide 17

Slide 17 text

Unclogging the translation pipeline

Slide 18

Slide 18 text

Health games are stuck in the translation pipeline Most work today Where we should extend to 10.1016/j.mayocp.2023.02.005

Slide 19

Slide 19 text

#1 Health games lack service design and implementation Nice idea that works in the lab … but how do you get it to work in real world constraints?

Slide 20

Slide 20 text

Lab studies leave a vast range of customer journey questions unanswered that make or break success • How do people learn about it & decide to use? • How do they find it? • What touch points do they go through? • How do they resolve errors, queries, …? • How do they share the word? • …

Slide 21

Slide 21 text

There’s an equal amount of unanswered staff-side questions that make or break success • Who delivers and installs? • Who instructs how? • Who maintains how? • Who supports in case of issues? • Who upgrades how? • …

Slide 22

Slide 22 text

Service design can help us address these questions for b2b and b2c game services https://grantbook.com/service-blueprints-grantmaking

Slide 23

Slide 23 text

! We have an open PhD studentship on service design for undergrad science education game, apply by Aug 17: " https://bit.ly/games-phd-25 #

Slide 24

Slide 24 text

Even more questions when implemented in healthcare institutions – addressed in implementation research

Slide 25

Slide 25 text

#2 Adherence and retention are big real-world efficacy issues – especially for digital interventions • 35% longer-term (>8wks) attrition • 8-41% non-users (don’t even download app) • Only 34-64% fully adhere to programme • 75% of health app users stop using after 10 uses • Only 2% of an asthma tracking app still used at 6m follow-up

Slide 26

Slide 26 text

Games and gamification promise retention and adherence motivation from the outset …

Slide 27

Slide 27 text

Longitudinal (6m) RCT, n=69, with major app Fitocracy No significant differences in physical activity, body fat %, intrinsic motivation between gamification and control group Main issue: Non-use/quick disengagement Gummelt, 2017 … and yet they can fail to deliver just that

Slide 28

Slide 28 text

The evidence that games drive adoption, adherence, retention is just not there (yet?) • Few high-quality adoption, adherence, retention studies • Few intention-to-treat studies, existing find games work less well (14% in Primack et al. 2012) • Few active/treatment as usual comparators (34% in Primack et al. 2012) • Few studies reporting and measuring over typical/target treatment duration

Slide 29

Slide 29 text

#3 Cost-effectiveness sells non-functional qualities – a lesson learned in IT and UX design

Slide 30

Slide 30 text

Cost-effectiveness of adherence could sell health games – especially to insurers and public funders

Slide 31

Slide 31 text

But again, cost-effectiveness studies of health games like this one are the absolute exception

Slide 32

Slide 32 text

Let’s study adoption, retention, adherence*; cost-effectiveness; service design and implementation * ITT RCTs with treatment-as-usual controls and treatment-typical duration

Slide 33

Slide 33 text

Bridging the Valley of Death

Slide 34

Slide 34 text

Health games hit the Valley of Death – and face some additional funding barriers

Slide 35

Slide 35 text

#4 Games have a less clear IP “moat” than traditional pharmaceuticals or medical devices

Slide 36

Slide 36 text

#5 Digital therapeutics regulation is only emerging – and can be geared toward/captured by incumbents

Slide 37

Slide 37 text

#6 Games have less clear customers and business models

Slide 38

Slide 38 text

#7 Games need to cross the chasm among clinicians – who would recommend/prescribe them

Slide 39

Slide 39 text

#8 Health games lack a commoditisation flywheel: a multi-sided market platform that attracts/generates $ Cables, power plants Appliances Electricity usage

Slide 40

Slide 40 text

A Roblox for health games? A tool/market platform for produsers

Slide 41

Slide 41 text

#9 Health games face consumerisation pressure – possibly much more strongly than other health tech Syndicate (1993) <£2.5m (inflation-adjusted) Cyberpunk 2077 (2020) ≅$436m

Slide 42

Slide 42 text

incumbents regulation buyers users Consequence: Growth happens in gamified wellness apps with … • Low regulation • Buyer = consumer (b2c) • Low prior incumbent capture • Game-literate buyers • Established business and monetisation models • Lower consumerisation pressures production Health games hit the funding valley of death – also due to an under-developed/unclear market fit

Slide 43

Slide 43 text

Health game team science with health economics, business, law, etc. •Developing new business models •Identifying regulatory hurdles, developing regulation guidance •Identifying clinician adoption hurdles and marketing strategies •Identifying new public, 3rd sector financing strategies to address market failures

Slide 44

Slide 44 text

Resolving Genre Troubles

Slide 45

Slide 45 text

#10 Health game researchers are all “from elsewhere” – creating fuzzy, parallel, limited contribution genres

Slide 46

Slide 46 text

“We made a thing” is a common denominator for disciplinary contributions – but unclear for health games Computer Science New algorithm/system Design New design methods Health science New treatment mechanism HCI New user insights/interface Default case study “We made and tested a new serious game” Contribution to health games ???

Slide 47

Slide 47 text

Convergence research around health impacts could create a clearer agenda https://www.nsf.gov/funding/learn/research-types/learn-about-convergence-research

Slide 48

Slide 48 text

Convergence research around health impacts could create a clearer agenda – if embraced by funders https://www.nsf.gov/funding/learn/research-types/learn-about-convergence-research

Slide 49

Slide 49 text

A funder-supported convergence science agenda for health games

Slide 50

Slide 50 text

Summary

Slide 51

Slide 51 text

55 years on, commoditised health games are still sci-fi

Slide 52

Slide 52 text

Ubiquity Certainty Genesis Custom-built Product Service/commodity Wonder Imagine what it could do! Building & awareness How to make your own & why that matters Difference & operation Which one to buy & how to maintain it Use How to use it efficiently Health games are stuck in custom built

Slide 53

Slide 53 text

Health games are stuck in the translation pipeline Most work today Where we should extend to

Slide 54

Slide 54 text

Health games are stuck in the Funding Valley of Death

Slide 55

Slide 55 text

To get unstuck …

Slide 56

Slide 56 text

We need new kinds of studies Adoption, retention, adherence; cost-effectiveness; service design & implementation

Slide 57

Slide 57 text

We need new colleagues Business and legal scholars, implementation researchers, health economists, …

Slide 58

Slide 58 text

We need to convince funders of a new agenda Convergence science of real-life health impacts with games

Slide 59

Slide 59 text

Then, health games may actually be … closer than we think

Slide 60

Slide 60 text

Thank you. @codingconduct.cc @[email protected] PhD studentship: " bit.ly/games-phd-25 #