Can Healthcare Games Change The Game Of Healthcare?

Now that the Games for Health Conference is over, I’ve had a little time to reflect on possible implications for Pharma and Healthcare Marketing.

Please read my second guest blog at PharmaExec Blog for the Seven Key Implications I see for Pharma and Healthcare as we move into the “virtual” future of healthcare marketing. Implications range from prevention, diagnosis and awareness to adherence and training.

If you’re new to the concept of health games, based on the conference, health games seem to generally fall into six areas:   Continue reading

Games: The Next Frontier for Pharma

Wow! The Games for Health Conference has been very exciting–

It’s early days in health gaming,  but you can feel the momentum building and its potential to impact consumer health and behavior.

To read about day 1, here’s a guest blog I did today for PharmExec.  Also for tweeters: #G4H09

More to come…blog 2: potential thought starters for Pharma…

 

Video Games and Healthcare? The Next Frontier in DTC Marketing…

One of my  pharmaceutical clients is thinking about targeting the 18-24 market which got me thinking about video games as a potential way to engage and educate this active segment. And as the Mom of three boys, video games are certainly part of our household, so I find myself learning more and more -despite myself- just to keep up with my children…

A few months ago, I read an interesting blog by Douglas Goldstein (The Health Care Blog) entitled Video games to revolutionaize health and healthcare. The blog coincided with two other events that month:

1. The release of a new book, Changing the GAME: How Video Games are Transforming the Future of Business, underscoring the notion that video games are becoming a valuable tool for mainstream business–used for everything from marketing to training to increasing productivity.

2. The release of a new report by iConecto, a leading digital media solutions firm focused on healthcare, delivering the first comprehensive review of the Health eGames industry.  The report documents a consumer and professional market and outlines 5 major categories for consumer Health eGames including: Exergaming, Brain Fitness, Health Eating, Condition Management and Stress Reduction.  Continue reading