3 Startups Using Gamification to Improve Patient Care
We all know that gaming isn’t just for kids anymore — but how could gamification help empower patients’ recovery?
Games account for 43% of all smartphone use, and the number of active mobile gamers worldwide is over 2.2 billion. (TechJury) The prospect of levelling up, unlocking rewards and competing with others are just some of the techniques mobile game apps have used to keep players coming back…
When applied to patient care, these techniques could be a literal game changer.
Let’s take a look at 3 tech start-ups using gamification to improve patient’s everyday lives —
GAMIFYING PREVENTION
Sidekick Health (with offices in Germany, Iceland & Sweden) gamifies and rewards positive lifestyle changes, with the goal of preventing or easing lifestyle-related illnesses. The social health “game” platform leverages AI to develop personalised action plans, and empowers users to manage their medication, sleep, nutrition and exercise. Relevant content and tips are served up to keep users coming back. Sidekick Health raised €17 million in Series A funding in 2020.
GAMIFYING RECOVERY
Switzerland-based MindMaze’s Mindmotion develops medical grade VR games to help neurological patients relearn lost skills, while stimulating neural recovery. Motion analytics, AI, VR, and cloud technologies combine to create games which promote the same movements a patient would typically practice with a physiotherapist. Patients are empowered to customise the system to their own needs, and practice in the comfort of home. In October 2021, MindMaze secured €125 million to expand its digital neurotherapeutics platforms.
GAMIFYING MONITORING
French startup Tilak Healthcare’s mobile medical games help healthcare professionals monitor and support patients with chronic eye diseases, from the comfort of their homes. Addictive games keep players motivated by rewarding them points for taking vision tests, which then unlock addictive new worlds and puzzles. Gameplay generates data which can identify worsening or new symptoms — and the app even alerts patients when it believes a doctor’s visit is necessary. The start-up has raised a total of €12m in funding since its launch in 2016, and successfully launched a joint promotion with Novartis France in 2019.
Bonus: In an a win for accessible design, the app’s fonts and instruction speed have been adjusted to suit patients with low vision, and the map and main layout have been designed for ease of use.
This trend is a prime example of digital improving everyday lives. Not only does gamification make the patient an active participant in their own recovery, it rewards positive behaviours which stave off other problems down the road.
We commend the start-ups driving this trend forward!
How else can digital make patient’s recovery that little bit easier?
Share your thoughts in the comments!
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