Game-Care Revolution: A Healthcare Game Changer?
Friday, May 15, 2009
| Jeff Brown
About the author - Jeff Brown is a Corporate Team Lead II at the Center for Connected Health.
Wiihab:
Pfc. Matthew Turpen, 22, paralyzed from the chest down in a car accident last year while stationed in Germany, plays Wii golf and bowling from his wheelchair [1].
Weight Loss:
Mickey DeLorenzo, after 45 days of using the Wii Fit, managed to shed a full 15 pounds, or about 2.56 pounds a week, and he dropped his body fat % from 20.8% to 18.4% [2].
Improving Elderly Health:
Sunrise Living Center, elderly residents between the ages of 80 and 103 years old are taking turns to play the Wii. The most popular game being played there, bowling [3].
Research:
John Moores University in Liverpool found that regular use of the Wii gaming console could help users lose 27lbs a year. The study compared the use of the Wii against other console gaming systems where users are usually seated. Participants were five girls and seven boys, aged 13-15, and measured the impact of playing an inactive and active console for 15 minutes. Compared to the Wii, other game consoles increased energy expenditures were only 60% compared to the Wii’s 156% above resting. Heart rates were greater with Wii use (130 beats/minute) compared to (85 beats/minute) and the findings are that on average, using the Wii results in 40% more calories burned [4].
Professional Healthcare Coaching & Monitoring:
Nintendo is partnering with NEC, Hitachi, and Panasonic to provide a service whereby users of Wii Fit will be able to send their work-outs to various health professionals and receive feedback, via email, regarding these workouts with suggestions (e.g. only completed 10 push-ups? try to perform 20 next time).
Connected Health Experience with the Integration of PHR's:
Employers and payers are already considering adopting a Wii Health-type of service combining the Wii, with the bi-directional communication capabilities to health coaches and maybe even to consumer’s PHR's. For example, HealthString is a PHR company that has a heavy focus on health coaching and sells their product & services almost exclusively to employers. HealthString wants to combine their health coaching service and PHR with an incentive/rebate on the purchase of Wii Fit to foster healthy behaviors among its employees to improve overall population health [5].
Above are just some of the examples in how the Wii gaming console system is causing serious changes in how individuals, healthcare providers, healthcare facilities, and PHR companies are delivering different forms of healthcare-related services across the various spectrums of the healthcare ecosystem. However, game-care is not strictly isolated to just the Nintendo's Wii gaming console. Microsoft's Xbox, in conjunction with Microsoft's HealthVault PHR platform, is another game-care platform which is being seriously evaluated by Microsoft's product team in order to further expand the reach and proliferation in offering personal forms of healthcare services for both patients and providers. Furthermore, more portable technologies and services like, Apple's iPhone, has numerous applications, in conjunction with the phones internal technologies, which are being utilized to monitor and track an individuals activity (step counts, for example), nutritional intake, and consumers can also purchase and install several types of portable PHR programs.
There is no question that gaming consoles and various gaming technologies platforms are becoming more integrated and utilized within certain areas of both personal and patient-provider healthcare relationships and services. However, the questions still remain, will game-care technologies and platforms simply aid in the transformation, proliferation, and adoption in the various types of person-centric healthcare services? Or, will gaming consoles cause a fundamental shift in consumer-centric healthcare services and effect overall adoption and behavior change to the point where consumers and patients demand that their interactions with these gaming systems become part of the larger integrated personal and professional medical records systems?
Maybe part of this answer can be derived from recent comments made by a Nintendo spokesperson when they stated "we don't market the Wii for use in rehabilitation and other healthcare related services, but we are happy to see individuals and other healthcare consumer driven markets finding other added benefits" [6].
[1] USA TODAY, "Doctors use Wii games for rehab therapy"
[2] Engadget, "Man's Wii Fit experiment comes to an end, 15 pounds shed"
[3] HIPPOCRATech, "Wii enters healthcare"
[4] Time: Business & Tech, "Is the Wii Really Good for your Health?"
[5] Chilmark Research, "Connecting to Health Coaches with Wii Fit"
[6] Suite 101, "New Trend in Wii"