Showing posts with label Patient Education. Show all posts
Showing posts with label Patient Education. Show all posts

Wednesday, May 13, 2020

Engage and Educate Your Patients with Custom E-Visits and Virtual Check-Ins





Is your practice looking for ways to increase revenue while protecting vulnerable patients?
If so, mHealth Games can help!

We build custom e-visits, virtual check-ins, online assessments and patient education that can be launched from your patient portal.

In need of a patient portal?
We can help with that too! Our patient portals start at $2,500 and can be completed in 7-10 days.

Recent projects include:

  • COVID-19 – Real-time monitoring of symptoms with personalized instructions
  • Heart Failure – Monitor daily weight and BP to prevent exacerbations
  • Diabetes – Patient management and education
  • COPD – Patient management and education
  • Major Depression – Online assessment and daily check-in
  • Substance Use Disorder – Patient management and education
  • Dermatology – Assessment of patient submitted images of skin rashes and other lesions


E-Visits



In all types of locations including the patient’s home, and in all areas (not just rural), established Medicare patients may have non-face-to-face patient-initiated communications with their doctors without going to the doctor’s office by using online patient portals. These services can only be reported when the billing practice has an established relationship with the patient.

For these E-Visits, the patient must generate the initial inquiry and communications can occur over a 7-day period. The services may be billed using CPT codes 99421-99423 and HCPCS codes G2061-G2063, as applicable. The patient must verbally consent to receive virtual check-in services. The Medicare coinsurance and deductible would apply to these services.

Medicare Part B also pays for E-visits or patient-initiated online evaluation and management conducted via a patient portal. Practitioners who may independently bill Medicare for evaluation and management visits (for instance, physicians and nurse practitioners) can bill the following codes:

99421: Online digital evaluation and management service, for an established patient, for up to 7 days, cumulative time during the 7 days; 5–10 minutes

99422: Online digital evaluation and management service, for an established patient, for up to 7 days cumulative time during the 7 days; 11– 20 minutes

99423: Online digital evaluation and management service, for an established patient, for up to 7 days, cumulative time during the 7 days; 21 or more minutes.

Clinicians who may not independently bill for evaluation and management visits (for example – physical therapists, occupational therapists, speech language pathologists, clinical psychologists) can also provide these e-visits and bill the following codes:

G2061: Qualified non-physician healthcare professional online assessment and management, for an established patient, for up to seven days, cumulative time during the 7 days; 5–10 minutes

 G2062: Qualified non-physician healthcare professional online assessment and management service, for an established patient, for up to seven days, cumulative time during the 7 days; 11–20 minutes

G2063: Qualified non-physician qualified healthcare professional assessment and management service, for an established patient, for up to seven days, cumulative time during the 7 days; 21 or more minutes.

VIRTUAL CHECK-INS




Medicare pays for these “virtual check-ins” (or Brief communication technology-based service) for patients to communicate with their doctors and avoid unnecessary trips to the doctor’s office. These virtual check-ins are for patients with an established (or existing) relationship with a physician or certain practitioners where the communication is not related to a medical visit within the previous 7 days and does not lead to a medical visit within the next 24 hours (or soonest appointment available). The patient must verbally consent to receive virtual check-in services. The Medicare coinsurance and deductible would generally apply to these services.

Doctors and certain practitioners may bill for these virtual check in services furnished through several communication technology modalities, such as telephone (HCPCS code G2012). The practitioner may respond to the patient’s concern by telephone, audio/video, secure text messaging, email, or use of a patient portal.  Standard Part B cost sharing applies to both. In addition, separate from these virtual check-in services, captured video or images can be sent to a physician (HCPCS code G2010).

HCPCS code G2012: Brief communication technology-based service, e.g. virtual check-in, by a physician or other qualified health care professional who can report evaluation and management services, provided to an established patient, not originating from a related e/m service provided within the previous 7 days nor leading to an e/m service or procedure within the next 24 hours or soonest available appointment; 5-10 minutes of medical discussion.

HCPCS code G2010: Remote evaluation of recorded video and/or images submitted by an established patient (e.g., store and forward), including interpretation with follow-up with the patient within 24 business hours, not originating from a related e/m service provided within the previous 7 days nor leading to an e/m service or procedure within the next 24 hours or soonest available appointment.

RHCs and FQHCs

RHCs and FQHCs may bill G0071, payment for communication technology-based services for 5 minutes or more of a virtual (non-face-to-face) communication between an RHC or FQHC practitioner and RHC or FQHC patient, or 5 minutes or more of remote evaluation of recorded video and/or image by an RHC or FQHC practitioner, occurring in lieu of an office visit; (RHC or FQHC only). G0071 will be paid at $24.76 beginning March 1, an increase from the prior rate of $13.53.

RHCs and FQHCs may also bill the “messaging” codes 99421–99423, on-line digital services.

MACs will automatically reprocess claims with G0071 for claims processed after March 1. The new rate is a blended rate, based on the payment rates of 99421—99423, and the two HCPCS codes for virtual communication, G2012 and G2010.



Visit mHealth Games today or contact Kameron Gifford to learn more. 

Monday, June 29, 2015

Do your Patients Have the Knowledge to Make Good Food Choices?



Carbohydrates are your body's primary energy source! They should never be avoided, but it is important to understand that not all carbs are created equal!





Good Carb Bad Carb Trivia

Carbohydrates are an important part of a healthy diet, but there's much discussion about the good and bad carbs. So how do you know which is which? The answer is both simple and complex!

Click the picture above to launch the game!

Visit www.mhealthgames.com for more games.


Thursday, May 21, 2015

Educating Patients on Warfarin, One Game at a Time



Patients receiving warfarin will often need to continue taking it after discharge from the hospital, and some may require warfarin therapy for a long time. It is important that patients receive education about the drug while they are in the hospital so they can manage their therapy properly at home. Patients who are knowledgeable about their medication therapy can help to reduce the risk of adverse drug events. Education should begin with the patient’s first dose of warfarin, and all patient education needs regular reinforcement.

Tips

·        Educate patients as well as their family members or other people who live with the patients or assist with their care.
·        Use patient-directed dosing as a way to ensure that patients understand what they are taught about managing their warfarin therapy.
·        Continue education on an outpatient basis through a clinic or dosing service.
·        Use innovative tools, such as games and apps, to reach your patients post discharge.
o   Cardiac Island, from mHealth Games reinforces important objectives for patients taking Coumadin. Click the picture below to play.

Cardiac Island

Join Captain Jack on a race for treasure around Cardiac Island! Test your knowledge of Coumadin (Warfarin) and unlock treasures of health and wellness.








Friday, May 1, 2015

Improving Health Literacy Among Cancer Caregivers

ASCO recently published their paper on  State of Cancer Care in America 2014. In this paper, authors outline concerns and possible courses of action. The report addresses cancer costs, increasing treatment options, growing number of cancer survivors, disparities of care and the challenges of meeting these needs and concerns.

ASCO predicts that by 2030, new cancer cases in the US will rise by 45%. By 2022, there will be almost 18 million cancer survivors, about a 35% increase from today. But ASCO is also predicting a national shortage of oncology specialists by 2025. New treatment options will increase the number of cancer survivors, which is a good thing, but the shortage of specialists will result in a strain on the existing providers and a possible decrease in quality or continuum of care for some patients. Disparities of care for certain ethnic groups coupled with rising costs of medications and treatment could further result in problems with quality or access to care. Besides shortage of oncologists and disparities of care, uneven geographic distribution of physicians leave those in rural areas wanting. ASCO cites an analysis of demographics showing that nearly 90% of oncologists practice in urban areas and that more than 70% of US counties analyzed had no medical oncologist at all.

As a direct result of the above challenges, cancer patients (and their families and caregivers) will have to take a more active role in managing their health.

What tool is your organization using to educate caregivers?

How are you measuring success with specific outcomes?

Are you looking for new and improved ways to educate caregivers?

If so, mHealth Games can help!

Click the image below to launch:

Care-G Command Center
Mission Critical Care: If someone you love has been diagnosed with cancer, you've just become a very important part of their care team. Are you ready for basic training?



Thursday, April 30, 2015

82% of Patients Report Unsatisfactory Education from their Primary Care Physician

What is the health literacy of patients with chronic kidney disease?

Generally, 9 out 10 adults lack the skills necessary to prevent disease or manage their health, but what about those with a chronic disease? A recent study published in the Australian Internal Medicine Journal aimed to determine patients’ understanding of chronic kidney disease when first presenting to a kidney specialist.

Two hundred and ten newly referred patients to a nephrology clinic were surveyed with open-ended questions about their understanding of CKD causes, symptoms and management. The average age of participants was 66.5 and 50.5% were female. 82% were referred by their primary care provider and 29% had previously seen a nephrologist. The results were:
  • 16% of patients were unsure why they were referred
  •  40% were unsure about what causes CKD
  •  51% were unsure of how to manage CKD
  • 82% reported unsatisfactory education from their primary care physician.


If you are struggling with ways to engage and educate your patients – mHealth Games wants to help!

Consider Fight Back, a short game to educate patients and caregivers on the basics chronic kidney disease.

Click on the picture below to play:



Fight Back
Chronic kidney disease does not have to prevent you from being a superhero! This quick training covers the basics of kidney disease and what you can do to fight back. Are you ready to join TEAM KIDNEY?

Monday, December 1, 2014

How Do We Activate Engagement in Mental Health Patients?

Did you know?

The National Institute of Mental Health reports that 1 in 4 adults - approximately 57.7 million Americans - experience a mental health disorder in a given year – and less than half get help.

1 in 17 Americans live with a serious mental illness.

The World Health Organization has reported that 4 of the 10 leading causes of disability in the US and other developed countries are mental disorders. By 2020, Major Depressive illness will be the leading cause of disability in the world for women and children.

The U.S. Surgeon General reports that 10% of children and adolescents in the United States suffer from serious emotional and mental disorders that cause significant functional impairment in their day-to-day lives at home, in school and with peers.

Without treatment the consequences of mental illness for the individual and society are staggering: unnecessary disability, unemployment, substance abuse, homelessness, inappropriate incarceration, suicide and wasted lives;

With appropriate effective medication and a wide range of services tailored to their needs, most people who live with serious mental illnesses can significantly reduce the impact of their illness and find a satisfying measure of achievement and independence.

The economic cost of untreated mental illness is more than $100 billion each year in the United States.

Anxiety disorders are the most common mental illness in the U.S., affecting 40 million adults in the United States age 18 and older (18% of U.S. population).
Anxiety disorders are highly treatable, yet only about 1/3 of those suffering receive treatment.


People with an anxiety disorder are 3 to 5 times more likely to go to the doctor and 6 times more likely to be hospitalized for psychiatric disorders than those who do not suffer from anxiety disorders.

What is Patient Activation and Why is it Important?

‘Patient activation’ is a widely recognized concept. It describes the knowledge, skills and confidence a person has in managing their own health and health care.

Highly activated patients are more likely to adopt healthy behavior, to have better clinical outcomes and lower rates of hospitalization, and to report higher levels of satisfaction with services.

People who have low levels of activation are less likely to play an active role in staying healthy. They are not very good at seeking help when they need it, at following their doctor’s advice or at managing their health. Their lack of confidence and their experience of failing to manage their health often means that they prefer not to think about it.

Patients with low activation levels are also more likely to seek treatment in emergency rooms, and are more likely to be hospitalized or to be re-admitted to hospital after being discharged.

Build Self-Efficacy to Activate Engagement

Self-efficacy pertains to an individual’s belief in their capacity to successfully learn and perform a specific behavior. A strong sense of self-efficacy leads to a feeling of control and to the willingness to take on (and persist with) new and difficult tasks.

When applied to health, this concept suggests that patients are empowered and motivated to manage their health problems when they feel confident about their ability to achieve their goal.

Improving Mental Health with mHealth Games

  • Is your organization looking ways to educate, engage or assess your membership?


  • Do you work with patients recovering from drug and alcohol dependence?


  • Are you a provider looking for innovative ways to connect with your patients outside of the clinic?


  • Are you an insurer on the health exchange in need of patient generated data?


  • Is your health plan or hospital looking to improve quality or satisfaction scores?


If you answered yes to any of those questions - we can help!



Our virtual learning environments provide patients with free on demand access to disease education, self-assessments, games, simulations and interactions that build self-confidence and equip them with the knowledge and skills necessary to become an active partner in their health care.

Click on any picture below to play:

Crack the Case
Earn your Anger Detective Badge! Learn how to identify your triggers and create a personal strategy for dealing with an anger situation.



Motivating Change
Begin to think about aspects of motivation that govern behavior change. Lesson 1 of 4.



Beating Compulsive Behavior
What is a compulsive behavior? -- Anything that has more power over you than you have over it. Anything you do that you don't want to do, but can't seem to stop despite adverse consequences.




My Recovery Tools
Assessments, Prayers and Meditations to help you in your journey to recovery.




The Next Step Toward a Better Life
The first 30 days are often the hardest for those in recovery. Create a plan for success!




Alcoholics Anonymous
Discover the magic of AA: How it works, Steps, Traditions, and The Promises





For more games visit - www.mhealthgames.com


Thursday, October 9, 2014

Improving Health Literacy Could Improve Healthcare; Save an Estimated $73 Billion A Year.

By David Martin, President and CEO of VeinInnovations
In October, pink starts to appear on shelves and in the media. Breast Cancer Awareness Month (sometimes dubbed “Pinktober”) is an incredibly successful campaign. But it’s not the only public health initiative in October. This month is alsoHealth Literacy Month, a less well known but vitally important campaign and concept.
Health Literacy for Patients
It’s still a relatively new concept, but in brief, health literacy is the idea that both health and literacy are essential resources for everyday living. It is defined as “the degree to which an individual has the capacity to obtain, communicate, process, and understand basic health information and services to make appropriate health decisions.” In 2009, the World Health Organization (WHO) outlined three basic levels of health literacy: functional, conceptual, and empowerment.
Functional health literacy is the ability to read. If you’re reading this article, you’re also able to read medical consent forms, appointment schedules, doctors’ notes, and the labels and instructions on medicine. Count yourself lucky – 32 million American adults cannot read. That’s 14 percent of our population. An additional 21 percent of American adults read below a 5th grade level, leaving them woefully underprepared for sometimes complex written instructions from doctors, nurses, and pharmacists.
Conceptual literacy refers to the skills developed over our lifetime to seek out, understand, evaluate, and use health information and concepts. Conceptual literacy helps us enjoy a better quality of life, make informed choices about our healthcare, and reduce health risks.
Health literacy empowers individuals to understand their rights as patients and navigate the healthcare system at large. Health literate people are informed consumers with regard to the health risks of products and services. They understand options offered by health care providers. A group of educated, health literate people can come together to improve health for all through political action, advocacy, or social movements.
Also included in health literacy? Numeracy skills. Just choosing a health plan requires math to calculate premiums, copays, and deductibles, and to factor all three into your budget. Understanding a nutrition label requires math skills, as do calculating cholesterol levels and measuring medication. For people with diabetes, math is a factor each time they use insulin as they take into account their current blood sugar and/or the carbohydrates they’ve ingested.
Improving Health Literacy
According to the Institute of Medicine, 90 million Americans lack proper health literacy skills. At a time when healthcare costs are still rising, it’s estimated that a health literate society could save $73 billion in excess spending. The health benefits on an individual level could be astonishing.
For starters, we must work as a nation to improve our literacy rate – we have not improved in ten years. But there are organizations, like the American Library Association, working towards greater literacy. Learn more about their work here.
Providers play a vital role in improving health literacy as well. First providers must learn communication techniques, such as plain speech (providing the most important information first, breaking down complex information into smaller, understandable pieces, using the active voice, and generally foregoing technical terms in favor of simple language, and explaining technical terms when necessary.)
Cultural competence is part of provider literacy, too. Cultural beliefs, values, attitudes, and traditions all play a role in a patient’s feelings about healthcare and treatments. Understanding a patient’s culture can help providers create better health outcomes.
Next week, I’ll dive into October’s important cause-celebre, Breast Cancer Awareness. But I do hope that you’ll spare some time to learn about the foundation of good health, health literacy. It’s what allows us to make good use of this month’s awareness information! You can learn more about health literacy and ways to improve your own skills in the links below.
For a deep dive into health literacy, look over this WHO white paper. It was prepared for a global conference, but illuminates the benefits and challenges to health literacy.

Friday, October 3, 2014

How are you educating your patients about breast cancer?

October is Breast Cancer awareness month, and we need your help! 

Engage - Educate and Empower your patients with this fun game. 

Healthy Breast Challenge

Learn the facts about prevention and early detection so you are prepared to become an active member of your health care team!




Click on the picture above to launch!





Tuesday, September 9, 2014

What are your patients doing while they wait?


Remember that time as a child in class when the teacher finally asked a question that you knew the answer to. Your hand shot up and it didn’t matter how hard you tried, you just couldn’t stay seated. 

That single moment was an act of boldness - ignited by knowledge.

Engage – Educate – Empower

That is the cycle of learning that changes behaviors, that builds self-efficacy and ultimately inspires active participation.


mHealth Games Interactive Clipboards will empower and inspire just as your favorite grade school teacher once did. 





Click the image above to explore the interactive clipboard from mHealth Games




Thursday, September 4, 2014

Playing for Prevention: Innovative Education for your Patients


It is estimated that 1 in 3 American adults have high blood pressure, and now face increased risks for chronic kidney disease, stroke, and heart attack/heart failure.

Given its severe impact on patient health, its high prevalence, and the low control rates (more than half of Americans with HBP do not have it under control), mHealth Games hopes to give a voice to this national health problem and improve the detection, awareness, prevention and treatment of hypertension and its consequences.

By supporting initiatives to improve patient outcomes, promote mobile engagement, and provide free education and services to patients and health care professionals, mHealth Games aims to advocate on behalf of all stakeholders with a focus on achieving fluency in the language of prevention.

This new game is an innovative twist on the standard "Hypertension Handout"

Mission Possible Identify and Eliminate High Blood Pressure




It is estimated that 1 in 3 Americans have high blood pressure, and 30% haven't even been diagnosed. This mission will prepare you to identify and eliminate hypertension. Do you accept?

If so, click the launch button below:




Friday, May 16, 2014

New tools for your patient portal from mHealth Games

Key research study findings on the relationship between health literacy and health outcomes:

Use of preventive services

According to research studies, persons with limited health literacy skills are more likely to skip important preventive measures such as mammograms, Pap smears, and flu shots.1 When compared to those with adequate health literacy skills, studies have shown that patients with limited health literacy skills enter the healthcare system when they are sicker.2

Knowledge about medical conditions and treatment

Persons with limited health literacy skills are more likely to have chronic conditions and are less able to manage them effectively. Studies have found that patients with high blood pressure,3 diabetes,3-5 asthma,6 or HIV/AIDS7-9who have limited health literacy skills have less knowledge of their illness and its management.

Rates of hospitalization

Limited health literacy skills are associated with an increase in preventable hospital visits and admissions.10-13 Studies have demonstrated a higher rate of hospitalization and use of emergency services among patients with limited literacy skills.12

Health status

Studies demonstrate that persons with limited health literacy skills are significantly more likely than persons with adequate health literacy skills to report their health as poor.10, 12 14

Healthcare costs

Persons with limited health literacy skills make greater use of services designed to treat complications of disease and less use of services designed to prevent complications.1, 11-13 Studies demonstrate a higher rate of hospitalization and use of emergency services among patients with limited health literacy skills.10-13 This higher use is associated with higher healthcare costs.15 16,

Stigma and shame

Low health literacy may also have negative psychological effects. One study found that those with limited health literacy skills reported a sense of shame about their skill level.17 As a result, they may hide reading or vocabulary difficulties to maintain their dignity.18


Partner with mHealth Games to promote health literacy and begin improving health outcomes today!



  • Patient Self Assessments - click the picture below to launch



  • Chronic Disease Management - click the picture below to launch




  • Teach Self Management Skills - click the picture below to launch





Tuesday, April 22, 2014

Gamification in healthcare isn't just about playing games

There are a number of pilot projects, technology startups and other developers who are playing around with gamification in healthcare. It's not yet clear whether this approach -- mixing self-monitoring and entertainment -- is yielding the type of traction and adoption that will ultimately lead to sustainable patient behavior modifications and improved health outcomes. Still, I suspect there will be significant growth in this area over the next several years as more patients adopt a consumer mentality about their health and wellness.
For example, people using the Pact mobile app by GymPact risk losing money if they don't follow through on their commitment to exercise. The app requires them to set a personal goal to eat right and exercise several times each week. The users also designate a financial amount that they are willing to lose if they don't follow through on their promise. Those who faithfully exercise earn money that gets paid by those who don't keep their "pact," creating an ecosystem where some users are paying others.
We have only seen the beginning of how gamification principles will help patients improve their health.
The Pact app and its approach to improving health has some parallels to online gambling. Some people simply enjoy the entertainment aspect of online gambling, while others may have an addiction or are highly motivated by the desire to earn money. Similarly, there are people who are compelled to exercise and lose weight, while others are casually exercising to maintain an average level of fitness.
The concepts and principles of gamification are all around us, whether we recognize them or not. Many people are naturally competitive and like to compare themselves to others. That is why companies like to host walking competitions and measure their employees' performance and progress by giving them wearable activity trackers like Fitbits. This desire to compete is also why television shows like The Biggest Loser are so popular. So, even if you are not the type of person to spend countless hours on playful games like Angry Birds or FarmVille, we are all wired in a way to enjoy and to be motivated by the core principles behind gamification.
Accenture reported there are seven key elements behind gamification: status, milestones, competition, rankings, social connectedness, immersion reality and personalization. As consumers become more engaged with their own health, they will take greater responsibility for managing their own condition. People who have diabetes will feel the need to learn more about their condition, their medications, and how they can improve their self-management.
Those who are healthy can stay that way by becoming more knowledgeable about disease prevention, age-appropriate screenings, and maintaining active lifestyles. As people gain more knowledge and insight about their conditions, they will want to set goals, measure their progress against those goals, reach milestones, and compare their performance against certain benchmarks. If patients take these steps to be actively engaged in staying healthy, they will apply gamification principles whether they realize it or not.
We can't forget about those who enjoy smartphone games and spend many hours tapping on screens to play mind-numbing (but thoroughly entertaining) games. For these individuals, adding a gaming element to disease self-management could reduce their apprehension toward the medications and treatments associated with the condition. There are also examples of this targeted at children. Muppets Band-Aids incorporated a quick response code on the Band-Aids so a parent can scan the code with their smartphone to show an entertaining video to a toddler who just scraped his knee. When Kermit the Frog starts singing about feeling blue, will the child forget about his scraped knee? There is a more serious example of the Pain Squad iPhone app that is designed to help children dealing with cancer track their symptoms so their clinical care team can do a better job to manage their pain.
Simulation games such as PatientPartner are aimed at helping patients improve their medication adherence. By walking through a virtual role-playing game, patients can learn about the various clinical outcomes that may result if they fail to adequately manage their health conditions. Monster Manor is a game that engages young children with diabetes to be better at taking their insulin and to have fun while they are doing it.
We have only seen the beginning of how gamification principles will help patients improve their health. As healthcare providers, payers and innovators find successful ways to engage patients by applying gamification strategies to both children and adult patients, we will see a shift in population health that is driven by more engaged and motivated individuals. Gamification will motivate some patients to receive ongoing feedback, reminders and status updates about their progress in caring for their own health.
About the author:Joseph Kim is a physician technologist who has a passion for leveraging health IT to improve public health. Dr. Kim is the founder of NonClinicalJobs.com and is an active social media specialist. Let us know what you think about the story; email editor@searchhealthit.com or contact @SearchHealthIT on Twitter.

Monday, April 21, 2014

The serious business of gamification


If you’re interested in changing behaviour in your workplace, helping employees or customers to develop new skills, or spurring innovation, you may want to consider the approach known as gamification. If that scares you – given that the word is ugly and sounds as if you would just be encouraging staff to play video games – Brian Burke, a vice-president at technology research firm Gartner Inc., says you should relax.
Gamification is actually not about playing games. Games are about entertainment. Gamification is serious stuff, using game mechanics such as badges and awards to digitally engage and motivate people to achieve their goals.
“It’s not entertainment. It’s motivation,” Mr. Burke said in an interview.
He points to the Boy Scouts, which has long used badges to motivate youngsters, and Weight Watchers, which uses a points system and social encouragement to nudge dieters. Both are examples of gamification from the days before the term was even coined. “It provides them with the encouragement, motivation, and clear path to achieve a goal,” he said.
Mr. Burke stresses that when using gamification, it is vital that the emphasis not be on organizational goals but on motivating people to achieve their own goals. When those personal objectives are aligned with the organizational goals, you can hit the gamification jackpot.
Behavioural change is the most common use for gamification. It comes in handy because new habits must be created to change behaviour, and gamification can excite us to adopt those practices.
In his book Gamify, Mr. Burke notes that Spanish bank BBVA used gamification to encourage customers to use its online services. The BBVA Game, which has 80,000 users, rewards players for completing challenges that educate them about Web banking, encouraging them to use the service. Points are awarded, which can lead to prizes. It has led to a 5-per-cent increase in BBVA’s Web-banking users, who spend 60 per cent more time on the site. Because online banking can be easier than going to a branch, the game is aligned with customers’ needs. But it’s also aligned with BBVA’s needs, because it reduces costs.
Samsung Electronics focused on customers with its social loyalty program, dubbed Samsung Nation. Customers are rewarded with points, levels and badges for watching product videos or commenting on Samsung products. The program has doubled the number of items placed in online shopping carts.
A key to success for behavioural change is to increase complexity over time. The BBVA Game starts by encouraging customers to watch instructional videos and then try simple operations such as checking an account balance. As users become more confident with the help of coaching, they move to more complex tasks such as paying bills.
Gamification can also help people to build their skills. Learning new skills often requires a repetitive process of lectures and practice, which gamification can handle. Or if the skill is best learned in an experiential way – such as being presented with a problem to solve – gamification can provide a vehicle for collaboration with others.
There have long been games that can teach new skills, such as Where in the World is Carmen Sandiego? (a series of video and computer games and TV shows designed to stimulate kids’ interest in geography, cultures and history). But Mr. Burke says those are games first, and skill-builders second. Gamification puts the skill-building first.
U.S. organizations such as Capital BlueCross are using it to educate members on the complexities of health care. The U.S. Department of Health and Human Services applied a gamified solution to educate health-care practitioners on best practices about privacy and security.
A key element of design is to create theory-practice loops. Players are provided with instruction, a challenge, and feedback on their efforts. “Gamification breaks the learning process into small, achievable steps and provides constant feedback and encouragement throughout the process,” Mr. Burke writes in his book.
To spur innovation, gamification can encourage people to submit innovative ideas, evaluate proposals and then collaborate to refine the idea into reality. Quirky, a crowdsourcing product-development company that has more than 6,000 inventors as members and has launched more than 400 new products since 2009, uses gamification in this way.
Mr. Burke says the process can be captivating. During his research he found himself hooked as he submitted a name for an anti-theft rucksack – one of 1,400 possible choices – and watched his suggestion bounce up and down in the Quirky rankings.
While he is an enthusiast, Mr. Burke warns that the biggest challenge facing companies is to understand the limitations as well as the opportunities of gamification. “A lot of organizations are pursuing opportunities that are unlikely to be successful with gamification,” he said. Faced with a problem, they throw some points at it and hope a solution will materialize. But you need to figure out how a point system might work, how to employ collaboration, and whether what you are designing can hold for the long term as well as short term.
But if you get it right, he believes you can harness the power of game design to great benefit for your organization.
Harvey Schachter is a Battersea, Ont.-based writer specializing in management issues. He writes Monday Morning Manager and management book reviews for the print edition of Report on Business and an online work-life column Balance. E-mail Harvey Schachter