HOW IT WORKS

Key Features
DIFFERENTIATING FEATURES
Key Features
Features of the Product vs. other healthcare gaming products:In a nutshell: Avatar and virtual world-based product using Gamification concepts to target change behavior in children using a multi-pronged approach targeting better nutrition exercise, mental health activities geared toward clinically recommended actions to for better clinical outcomes in children with conditions such as obesity and childhood diabetes. Built-in simulations prompt kids to complete their clinical tasks as challenges, allowing kids to practice making positive decisions.Advantages: Games, visualizations, and simulations are proven to be effective1. Rewards for healthy choices help get children one step closer towards to saving their parent from the villain by making them stronger and more powerful. Cause and effect scenarios are effective in medium rating of learning. Current research is not grounded in behavioral change, and nutritional content on food products does not naturally generally provide recommendations for daily intake and to help in goal setting1

BACKGROUND
This is based on behavioral theories of Gamification and Serious Gaming, for improved adherence to positive health choices for children, creating a knowledge-bridge for improved prognosis with their healthcare providers and caregivers.
Games, visualizations and simulations have been used effectively over the past decade to help with clinical outcomes. With the gaining popularity of Gamification in healthcare training for caregivers such as in surgical care and eLearning, recent application have seen a growing trend in using gamification for disease management.
There are currently serious video games for children for a broad set of applications, such as STEM education, obesity prevention, education, chronic diseases, psychiatry, learning disabilities, and cognitive development
JMIR published a study in the July/Sep 2020 issue that found enjoyment and user experience satisfaction in children aged 8 to 10 years were positively correlated with their learning. Other measures of the app features and user experience -- challenge, knowledge improvement, narrative, creative freedom, and visual esthetics -- correlated positively with children’s learning. In addition, challenge and knowledge improvement predicted their learning!
Applying many of these principles and design elements, the Kronos Health app prompts children to create their own Avatar. Children drive the appearance and the ecosystem of the avatar as a result of their positive choices with food, learning and exercise and clinical protocols. Tasks and challenges are set to help children reach key behavioral targets, as supported by their clinic. This platform is designed to drive positive behavior in clinical settings and improve patient engagement. Each choice is a teachable moment. Positive choices are rewarded.


GAMIFICATION IN HEALTHCARE

GAMIFICATION IN HEALTHCARE
“Research has shown that video game-based play works as a ‘Brain Hack’ by controlling your attention and hacking the hippocampus, which is associated with motivation and not giving up.”
PEDIATRIC DISEASE CARE

Many hospitals recognize that video games can be critical to a child’s recovery. Child’s Play, a non-profit organization devoted to curating hundreds of video games across a network of hospital, have made it their mission to increase their presence in hospitals across the country. They develop guides, such as this one, to help parents and providers select therapeutic games based on their symptoms. The DiMaggio Hospital has gone even further, designating ambassadors to help kids connect to their tech. "Video games distract our patients from any pain they're going through, and provide a sense of connection if they are lonely. It also helps with problem-solving skills, can help kids cope with anxiety or depression, and can immerse them in a whole new world they can create by themselves.” Matt - Therapeutic Gaming and Tech Specialist.

Re-Mission designed by HopeLab to help pediatric patients understand their condition and motivate them to continue with their treatment plans. Patients control a robot named Roxxi to help them combat the side effects of chemotherapy and radiation, such as pain and nausea. A randomized controlled trial on Re-Mission found that cancer patients have greater adherence to treatment and faster adoption of cancer care knowledge and self-efficacy. Re-Mission has been used with patient through partners like Cigna HealthCare.
MEDICATION AND CHRONIC CONDITION MANAGEMENT

Bayer’s DIDGET™ Blood Glucometer for pediatric diabetes monitoring, links to Nintendo DS™ and Nintendo DS™ Lite and rewards kids for consistent testing. Data from the glucometer easily downloads to Bayer’s diabetes management software.

mySugr, is an award-winning app developed by an Austrian company, and helps people with diabetes monitor and manage their diabetes. MySugr coaching program received accreditation from the Association of Diabetes Care and Education Specialists (ACDES), is now integrated into Roche Diabetes Care Platform, and connected to the Eversense XL continuous glucose monitor.
PHYSICAL THERAPY AND REHABILITATION

SCI Hard gaming app was developed by the University of Michigan with federal funding from a NIDILRR Field Initiated Development Grant to help people with spinal cord injury and dysfunction exercise new skills and manage their SCI care.

GestureTek developed the IREX (Immersive Rehabilitation Exercise) system, which uses video gesture control technology that connect patients to immerse themselves in a virtual reality that lead them through various exercises, as programmed by their clinician. IREX uses biometrics to track users’ progression as they perform various rehabilitation exercises.

Over years Gamification and Game Theory has been rooted in the science of ‘Brain Hacks.” Author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient, Jane McGonigal, explains in her book and TedX talk that the gaming has the capacity to control your attention and also hack the Hippocampus, which we know is related to motivation and not giving up.
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Amresh, A., Sinha, M., Birr, R., & Salla, R. (2015). Interactive Cause and Effect Comic-Book Storytelling for Improving Nutrition Outcomes in Children. Retrieved from https://commons.erau.edu/publication/606
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Amresh, A., & Small, L. (2014). Make Your Garden Grow: Designing a Physical Activity Estimation Improvement Game. Retrieved from https://ieeexplore.ieee.org/document/7067075
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https://www.cdc.gov/obesity/data/childhood.html
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https://beyondtype1.org/type-1-diabetes-statistics/
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https://www.mayoclinic.org/diseases-conditions/type-1-diabetes/symptoms-causes/syc-20353011
