Improving Patient Adherence and Outcome Measurement with Game Design

Clinical Trials, Life Sciences, Patient Recruitment & Retention,
  • Thursday, February 20, 2020 | 11am EST (NA) / 4pm GMT (UK) / 5pm CET (EU-Central)
  • 60 min

Video coming soon

Gamification is the application of typical elements of game design to encourage engagement with a product or service, making it more fun to use. In the healthcare industry, gamification can help collect quality data (e.g., cognitive markers) in a noninvasive manner as well as retain respondents for future evaluations. Games can improve knowledge about health-related behaviours, and encourage participation in treatment programs and clinical trials. Innovation in health assessment and monitoring (e.g., wearable devices, online surveys, etc.) with the daily use of portable digital devices such as tablets, smartphones and laptops in today’s population supports a favourable environment for gamification implementation in healthcare systems.

The goal of this webinar is to present and discuss game design and its applications in the healthcare context: what are the proven benefits, which populations should be targeted and what are the current challenges. Attendees will be invited to obtain first-hand experience of gamified healthcare technology in the context of Alzheimer’s disease, especially regarding its early assessment. In this webinar, the featured speakers will present the Sea Hero Quest project, a video game that enabled data collection from over 4 million people across the planet to help Alzheimer’s disease research.

Participants will learn about: 

  • How traditional experience, quality and outcome measurements with questionnaires can be gamified in engaging and fun experiences using playful interactions and Chabot technologies
  • New insights into the opportunities that a gamified approach offers for exploratory analyses of data collected using digital technology
  • A live example of how a cognitive assessment relevant for Alzheimer’s disease can be embedded in a game suitable to everyone
  • Biases inherent to gamification: how do we know that what we measure with games contains information beyond the mere familiarity with technology?

Speakers

Michaël Acquadro, PhD, Associate Outcome Researcher, Patient Centred Outcomes, ICON plc

Michaël Acquadro is a researcher in cognitive science experienced in writing scientific manuscripts for international peer-reviewed journals as well as presentations for conferences. In his work, Dr. Acquadro had the opportunity to design longitudinal psychology studies, conduct recruitment campaigns, develop questionnaires, run semi-directed interviews and analyze quantitative and qualitative data. Dr. Acquadro holds a PhD in cognitive science (2016), with an emphasis in psychology and neuroscience from Joseph Fourier University in Grenoble, France. In his work, he studied how people can be on the same wavelength on a behavioural, musical and neuronal point of view. As an expert gamer, Michaël is a passionate advocate of gamification and its application in the health field related to motivation and adherence.

Message Presenter

Antoine Coutrot, PhD, Researcher at the National Centre for Scientific Research (CNRS), based at the Laboratoire des Sciences du Numérique de Nantes, France

Antoine Coutrot has been a CNRS researcher at the Laboratoire des Sciences du Numérique de Nantes since January 2018. His work is at the interface of cognitive science and artificial intelligence and has been reported in 16 academic papers and 32 international conferences. During his PhD (2011-2014) at Université Grenoble Alpes (UGA), he developed a new computational model of audio-visual attention. He received the UGA best PhD award in 2015 and multiple best paper awards at conferences. Then, he obtained a two-year fellowship from the British Engineering and Physical Sciences Research Council to work at University College London (UCL) where he recorded and mined large eye-tracking datasets to discover gaze patterns specific to a given population of observers. During his second postdoc at UCL (2016-2017) he worked on the Sea Hero Quest project and published the first analysis of the planetary-wide dataset.

Message Presenter

Who Should Attend?

Executives, directors, scientists and managers from pharma, and biotech responsible for the clinical development of CNS drug products, including those in:

  • Patient engagement
  • Patient adherence
  • Research and development
  • Clinical operations
  • Clinical science
  • Outcomes research
  • Outsourcing and procurement
  • Project management
  • Clinical trial planning and optimization
  • Medical affairs

What You Will Learn

Participants will learn about: 

  • How traditional experience, quality and outcome measurements with questionnaires can be gamified in engaging and fun experiences using playful interactions and Chabot technologies
  • New insights into the opportunities that a gamified approach offers for exploratory analyses of data collected using digital technology
  • A live example of how a cognitive assessment relevant for Alzheimer’s disease can be embedded in a game suitable to everyone
  • Biases inherent to gamification: how do we know that what we measure with games contains information beyond the mere familiarity with technology?

Xtalks Partner

ICON plc

ICON plc is a global provider of outsourced development and commercialization services to pharmaceutical, biotechnology, medical device, and government and public health organisations. The company specializes in the strategic development, management and analysis of programs that support clinical development. With headquarters in Dublin, Ireland, ICON currently, operates from 97 locations in 38 countries and has approximately 13,380 employees. Further information is available at ICONplc.com.

Media Partner

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