Infosys Labs Briefings VOL 11 NO 3 2013 How to Make Healthcare Wellness Programs More Effective? By Praneshkumar Wahil and Arshad Karim Gamification- Transforming Enterprise Healthcare Wellness Programs I n United States of America majority of the In United States of America, healthcare healthcare money is spent on treatment of chronic costs have been spiraling continuously over the non-communicable diseases. These diseases are decade and is of huge concern to the economists preventable to a certain extent by stimulating and planners. A lot of time and money has the individuals towards a healthy lifestyle. With been spent by government and enterprises to the new Affordable Healthcare Act, there is reduce healthcare costs while improving the an emphasis on preventive care and Wellness quality of healthcare. 75 cents of every dollar Programs in order to reduce healthcare costs. spent on healthcare in United States of America Employer based Wellness Programs encourage is on treatment of chronic non-communicable companies to improve health of their employees by diseases. These diseases are often preventable by offering to lower their monthly premiums which motivating the people to live a healthier lifestyle will lead to lower overall spending on healthcare [1]. It is evident that higher spending on treating later. Even though these programs offer healthy diseases does not always lead to better, healthy life living and incentives, there is very little awareness for patients. Healthcare should be a system that or participation in these wellness programs. pursues promotion of healthy lifestyle and not that The Gamification technique which is aims to treat sick people. Traditional healthcare being used in other sectors can help Healthcare system provides no long-term benefit to people to Industry achieve this goal. Gamification, prevent themselves from getting sick, and results in simple terms, is the use of game design in higher spending on treatment of diseases. techniques, game thinking and game mechanics to enhance non-game contexts. This paper will WELLNESS PROGRAMS– KEY TO REDUCE provide information about different Gamification HEALTHCARE COST techniques that are, or can be used in HealthCare An existing provision of Health Insurance Wellness Programs. Portability and Accountability Act (HIPPA) 40 permits employers to provide premium or far he/she is from the target. It ends discounts up to 20% to employees who maintain up giving a feeling of chasing a moving certain criteria designed to promote health and target which causes the employee to give prevent disease. The new Affordable Care Act up in certain situations. has a provision to increase the wellness discounts to 30% for group health plans which can be ■■ N o F e e d b a c k M e c h a n i s m : M o r e increased further to 50% subject to discretion Often, there are not enough feedback of the secretary of HHS [2]. Another provision mechanisms to keep the employee of healthcare reform indicates government engaged in the wellness program due to funding would be made available to small which the employees feel clueless about employers to launch wellness programs for their progress. their employees. Recently, many of the US companies have been putting more emphasis ■■ Lack of Progression or Competitiveness: on “Wellness Programs”. These “Wellness There is no mechanism to compare the Programs” encourage companies to improve effort spent on wellness programs health of their employees by offering to lower among employees. Although health their premiums which will lead to reduced data is very personal and employee may spending on healthcare later. $1 investment in not like being compared on the basis wellness programs saves $3 in health care costs, of their vital statistics, a mechanism according to the Wellness Council of America promoting mutual competitiveness helps and according to the Centers for Disease in keeping people interested. Employees Control [8]. get a feeling of isolation in traditional Even though these programs offer wellness program and tend to lose healthy living and incentives, there is very little interest soon. awareness or participation in these wellness programs. According to Maslow’s theory, ■■ Lack of Motivation: The existing financial incentives can motivate people to a premium discounts do not appear certain extent but beyond that there is a need to provide enough incentives when for a higher level of satisfaction to attain the compared to the amount of dedication level of participation and achievement required. needed for a behavior change. PROBLEMS WITH TRADITIONAL GAMIFICATION–TRANSFORMING WELLNESS PROGRAMS TRADITIONAL HEALTHCARE WELLNESS Traditional Wellness programs fail to keep the PROGRAMS employees interested for several reasons, few of Gartner Group defines Gamification as the which are listed below concept of employing game mechanics to non-game activities such as recruitment, ■■ Absolute Milestones: The milestones training and health and wellness. set for eligibility of premium discounts Gartner predicts that by 2014, more than 70 are in absolute terms and never give an percent of global 2,000 organizations will employee a visual feeling of how near have at least one “gamified” application, 41 C t en g hm in is s pl lo e m ut tiv co tho jec ac wi ob us ls in uo oa ma tin ll g n on a o es C sm cus ng of fo lle e th as d e e t ng inu en ha ont em c v at r c o th fo mpr s s i e e id ss nd gu gre t a n e on tiv ro e si ra er p gem s r e a N us nga gr e ro ha P Elements of Gamification , ss ce c su al of d re n n tio l a ca tua i d in vir id oth p a b l ia pp c ti ur ct So nec ru st on n ns C io wi tit ic pe p m se co ble nd na ta e or that Su / s ds ent r a m ew e R iev ch A on R es Figure 1: Elements of Gamification Source: Infosys Research which can range from mastering a specific indicating they will leverage online games as skill or improving one’s health . well as other types of competitions between 4 The “Gamification” technique can help business locations or employee groups [3]. an Enterprise to increase the effectiveness of its Healthcare Wellness Programs. In this GAMIFICATION FOR WELLNESS era where video games, mobiles games are a PROGRAMS habit or addiction for many; ‘Gamification of Improved Engagement by Rewards Healthcare Wellness Program’ might interest This can be achieved by awarding badges. most of us. For Example, a person signing up for a Yoga It is important to recognize the Class could be awarded a Yoga newbie badge. philosophy of game engagement to understand Employee will have a feeling of achievement the success of gamified wellness programs. whenever a new badge is awarded to him/her According to a survey released in and this will give them incentives to attend the March-2012 by Towers Watson and the National yoga class. Badges must be predefined for each Business Group on Health, Gamification of level of progress. Pre-defined badges will help health and wellness will increase in companies, the employee in identifying milestones and with 60% of the sample of 500 employers work towards them. 42 1 2 Figure 2: Daily Challenges e.g like one above would motivate individuals to have carrots in a diet. Source: Infosys Research 3 Figure 3: Let others know how you have improved. Source: Infosys Research For Example: An employee recording Creating personal missions which 2000 calories of workout in a week could be would help them to challenge themselves or awarded a Super Healthy Badge. This shall help their colleagues can keep them engaged in a create small achievable milestones pointing longer run. towards final goal of healthy living. Similarly, a surprise Health conscious badge for recording Sharing Success Stories: A gamified social data from recent routine physical exam can platform could be provided that will help encourage employees towards preventive employees to share their success stories and care too. achievements. These stories may motivate other employees and also help the individual build Leaderboards- Employees log their effort spent self-esteem. Testimonials from fellow employees towards wellness program. This data on daily could be used to support a success story which basis could be updated to create leaderboards. would influence more people. This creates competitiveness in employees By now it is evident that solely monetary and keeps them engaged and addicted to the incentives in form of premium discounts are not chosen wellness program. Badges along with motivating enough to drive behavioral changes Leaderboards can help employees achieving in employees towards health living. small goals in order to reach a larger goal by competing against each other. GAMIFIED WELLNESS PLATFORMS FOR ENTERPRISES Define Missions/ Challenge a Buddy- Enterprises can make use of use of various These are some of the creative Gamification online Gamification social platforms available techniques used by wellness programs for to increase effectiveness of Employee Wellness advanced users. Programs. These platforms provide multiple Once the users have obtained the engagement opportunities to employees aiming badges and charting the leaderboards there is a improvement in individual health and wellness, possibility that they would lose interest. and help them lead a healthier and balanced life. 43 to create small teams and work towards fitness goals, challenge and support each other through online interaction [5]. GAMIFIED WELLNESS FOR INDIVIDUALS As human behavior we resist changes for many reasons like lack of interest, a mental block and moving out of comfort zone. On the flip side we engage easily in anything that seems fun. The concept of Gamification for individual based wellness program is solely based on blending fitness activities with fun. The behavior change is fructified without an individual even noticing it. Individual wellness has been gamified through community/web based wellness programs, mobile applications and console based games. An example of community based wellness programs for individuals is weight watchers program. This program consists of logging the food intake and exercise through the week and Figure 4: Cover of ‘Your Shape Fitness Evolved Source: Ubisoft tracking the points in online portal. During the weekly meeting members are rewarded on the basis of their performance during the week www.Sweatequitycoalition.com , www.keas. (short term goal). com and www.AetnaEveractive.com are few of Many companies are now making the proven products in gamified wellness platforms. various online gamification social platforms These platforms can not only be available to individual healthcare customers. customized for enterprises based on employee These platforms are aim to improve your demographic and wellness needs but also health and wellness, and help you lead a can facilitate monitoring and tracking the healthier and balanced life. www.Keas.com effectiveness of wellness programs at individual and www.AetnaEveractive.com are couple level and enterprise level. Enterprise may opt of proven products in social platforms for to use in-house gamified wellness platforms wellness. Aetna Everactive is an easy-to-use or ready to use gamified wellness platforms to site designed to get (and keep) individuals ensure sustained healthy behaviors which in healthy. Whether one is seeking information turn could result in reduced healthcare costs on beginning a fitness program or training and increased productivity. for a marathon, one will find the resources Gamified wellness program and inspiration one needs to reach his/her “Wellvolution” was implemented at Blue Shield personal goals [6]. of California was with a notable 3:1 ROI, With the advancement of motion sensing they introduced a social platform for employees technology and its usage in a growing video 44 game market, console based games have also motivating factors based on age groups. emerged as a means to promote healthy living. Younger workers participated in the screening Xbox console games ‘Shape your fitness’ because of financial incentives whereas for and ‘Kinect sports’ are a couple of popular older employees getting healthier was the top examples. These games let the user have a driver [7]. good time while working on his/her fitness. Gamification should be used with These games are easily accessible and can be caution by enterprises. Employers will have incorporated as a part of the wellness program to ensure that non-participation by employees for individual. must not be used as criteria for discrimination These gaming options provide challenges or punishment. Instead the main cause of this and opportunities for individuals to test their non participation should be understood and abilities. The exciting and relaxing effects of wellness program should be tailored to suit the these games are very appealing and help build need of the audience. Just Gamifying wellness the self-esteem of the individual. ‘There is an program does not guarantee continuous app for everything’ on mobile platform and so engagement. The implemented tools and a Gamified application for ‘Fitness’ programs techniques need be flexible. Rapid changes is another means to promote fitness among should be possible bearing in mind target individuals. These apps can help individuals audience. Lack of monitoring and tracking monitor their weight and provide feedback might lead to dull and boring gamified on a balanced diet; create and track monthly/ wellness programs. Wellness solutions like weekly fitness goal, Share one’s achievements mobile or console based games for individuals instantly with friends and family. One of the have limited feedback mechanism and must most popular mobile fitness app for both iOS be continuously upgraded to present a new and Android users is the Nike+ running app. challenge level for the consumer. This app has very well implemented majority of gaming elements to keep the user engaged. CONCLUSION Traditional Healthcare Wellness programs CHALLENGES WITH GAMIFICATION failed to gather employee participation. The key to the success of Gamification is to There has been continuous emphasis on understand the audience well. There is no behavioral change to live a healthy life style but solution that fits all for Gamification of wellness the existing monetary incentives are not proving programs. The first and foremost step towards to be sufficient to motivate the employees on a Gamification would be to understand what long term basis. motivates your target audience. e.g. Elderly There is certainly a need to increase the population would seek motivation by reading monetary benefits along with a mechanism to the success stories instead of badges and continuously engage employees in healthcare leaderboards. On the contrary for a younger wellness programs. Gamification has not only audience leaderboards and badges will show proven to improve employee engagement good results. but also attracted more employees for At Ridgeview Medical Center, a survey participation in wellness programs. Finally with on biometric screening identifies contrasting implementation of these techniques, 45 enterprises have been successful in controlling Available at http://www.paulrauseo. overall cost of healthcare and provide better com/wellness-as-a-business- and healthy life for employees. strategy/2011-how-should-businesses- Nevertheless gamification of wellness be-preparing-for-obamacare.html. program must be carefully designed and 4. Performance in era of uncertainty reviewed based on the employee demographics. (2012), Survey released in March-12 These techniques must be applied with caution by Towers & Watson the National as it should not be misused by employer in Business Group on Health, gamification discriminating against the non-participating of health and wellness. Available at employees. Also, the success stories from www.towerswatson.com/assets/ colleagues must be a source of inspiration pdf/6556/Towers-Watson-NBGH-2012. for fellow employees and taken in a positive pdf accessed September 2012. collaborative manner. 5. Gartner Predictions about Gamification in enterprises (2012). Available at http://www.gartner.com/it/page. REFERENCES 1. C e n t e r s f o r D i s e a s e C o n t r o l a n d jsp?id=1844115. Prevention, (2012), Prevention and Health 6. The Gamification of Wellness program Promotion, National Center for Chronic at Blue Shield of California. Available Disease. Available at http://www.cdc. at http://www.hfma.org/Templates/ gov/nccdphp/overview.htm#2. InteriorMaster.aspx?id=34850. 2. Information based on PPACA, Sec. 7. Based on information from Aetna 2705 Available at http://www.nciom. Everactive.com. org/wp-content/uploads/2010/10/ 8. With Health and Wellness For All (2010), PR_Provisions_Full.pdf. Shape Up news. Available at http:// 3. R a u s e o P . ( 2 0 1 0 ) , I n f o r m a t i o n about Affordable care www.shapeup.com/news/article/with- Act. health-and-wellness-for-all. 46 Author’s Profiles PRANESHKUMAR WAHIL is a Senior Consultant with Infosys’ Process and Domain Consulting services. He can be contacted at Praneshkumar_Wahil@infosys.com. ARSHAD KARIM is a Project Manager with Financial Services and Insurance Practice of Infosys. He can be reached at Arshad_K@Infosys.com. For information on obtaining additional copies, reprinting or translating articles, and all other correspondence, please contact: Email: InfosyslabsBriefings@infosys.com © Infosys Limited, 2013 Infosys acknowledges the proprietary rights of the trademarks and product names of the other companies mentioned in this issue of Infosys Labs Briefings. The information provided in this document is intended for the sole use of the recipient and for educational purposes only. 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