Latest / MSKMag OutLoud / Game On: Gamification Revolutionising Rehab and Therapy
Transcript
- 0:03SPEAKER_00: Game on!
- 0:04SPEAKER_00: Gamification, revolutionising rehab and therapy.
- 0:08SPEAKER_00: Written by Ben Wilkins.
- 0:11SPEAKER_00: This article is sponsored by PhysEquip.
- 0:13Your go-to for clinical devices such as shockwave and
- 0:19diagnostic ultrasound machines.
- 0:22SPEAKER_00: The motivation problem.
- 0:25SPEAKER_00: Anyone who's ever faced rehabilitation after an injury,
- 0:28SPEAKER_00: surgery or illness knows that recovery isn't just about the body.
- 0:32SPEAKER_00: It's a mind game.
- 0:33The repetition,
- 0:34the discomfort and the slow pace of progress can sap
- 0:37motivation.
- 0:38SPEAKER_00: You have heard the words before.
- 0:40SPEAKER_00: I'll do it later.
- 0:41SPEAKER_00: It's boring.
- 0:42SPEAKER_00: It's repetitive or I can't find the time.
- 0:45SPEAKER_00: And yet consistency is everything in rehab.
- 0:48SPEAKER_00: Missed sessions mean missed milestones.
- 0:51SPEAKER_00: If you've ever heard me speak at a conference,
- 0:54SPEAKER_00: a couple of my go-to phrases are,
- 0:56SPEAKER_00: it's not a knowledge deficit,
- 0:57SPEAKER_00: it's a behavior deficit.
- 0:59SPEAKER_00: And it's not that people don't know better, they don't do better.
- 1:04SPEAKER_00: Pretty much everyone has got the memo.
- 1:06SPEAKER_00: Rehab exercises are important.
- 1:08SPEAKER_00: They know that eating more veggies is important.
- 1:10SPEAKER_00: They know that going for a walk more often is important.
- 1:13SPEAKER_00: But knowing doesn't always translate to doing.
- 1:16But we are evolutionarily hardwired to seek calorific food,
- 1:21conserve energy and avoid pain.
- 1:23SPEAKER_00: If we're going to overcome these physiological barriers to achieve both
- 1:26SPEAKER_00: rehabilitation and public health goals,
- 1:28we're going to need to pull on more motivational strings than
- 1:31just saying it's good
- 1:32SPEAKER_00: for you or it's important.
- 1:35We've got to find a way to pull the levers that lead to
- 1:38endorphin pathways,
- 1:39SPEAKER_00: and where we can leverage fun and social connections,
- 1:42we may stand a chance of motivating society to actively engage
- 1:46in their rehab and
- 1:46SPEAKER_00: treatment.
- 1:47SPEAKER_00: Here's where gamification,
- 1:49SPEAKER_00: the use of game-like elements in non-game contexts,
- 1:53SPEAKER_00: is stepping in to change the rules of recovery.
- 1:55What if your daily exercise routine could feel more like a
- 1:58challenge than a chore?
- 2:00What if your progress was visualized as levels completed,
- 2:03trophies unlocked or goals achieved?
- 2:05SPEAKER_00: For many people, that's not just a fun idea.
- 2:08SPEAKER_00: It's the difference between giving up and getting better.
- 2:11SPEAKER_00: Taking serious games seriously.
- 2:14SPEAKER_00: It's just Super Mario and Minecraft, right?
- 2:18SPEAKER_00: The games industry is larger than the film and music industry combined.
- 2:21SPEAKER_00: The gaming industry is huge because games work,
- 2:24SPEAKER_00: and they work by understanding human motivation at its core.
- 2:28SPEAKER_00: At the heart of every successful game lies behavioural design,
- 2:32SPEAKER_00: mechanics that reward effort,
- 2:33SPEAKER_00: provide instant feedback,
- 2:34SPEAKER_00: and deliver a satisfying sense of progression.
- 2:37These are the very same principles that rehabilitation
- 2:40motivation struggles with.
- 2:42SPEAKER_00: And gaming isn't a niche pastime anymore.
- 2:44SPEAKER_00: An estimated one third of the world's population,
- 2:47SPEAKER_00: between 2.7 and 3.3 billion people,
- 2:50SPEAKER_00: play games regularly.
- 2:52Nearly half of all players are female and more than a quarter
- 2:55are aged over 45.
- 2:57SPEAKER_00: Take Pokemon Go, for example.
- 2:59When it launched back in 2016,
- 3:00it got people walking outdoors in record numbers.
- 3:05SPEAKER_00: By 2019,
- 3:06SPEAKER_00: players had collectively walked over 23 billion kilometres,
- 3:09SPEAKER_00: the equivalent of 30,000 round trips from Earth to the moon.
- 3:13SPEAKER_00: And it's not just teenagers.
- 3:15SPEAKER_00: One in four players are over 50.
- 3:18SPEAKER_00: Games aren't just entertainment.
- 3:20SPEAKER_00: They're engines for behaviour change.
- 3:23SPEAKER_00: Turning therapy into play.
- 3:25SPEAKER_00: At its heart, gamification is simple.
- 3:28SPEAKER_00: It takes what makes games engaging,
- 3:30SPEAKER_00: feedback,
- 3:31SPEAKER_00: goals,
- 3:31SPEAKER_00: rewards,
- 3:32SPEAKER_00: progress,
- 3:32SPEAKER_00: plus a bit of collaboration and competition,
- 3:34SPEAKER_00: and applies those elements to everyday tasks.
- 3:37SPEAKER_00: In rehab,
- 3:38that means embedding game mechanics into rehabilitation
- 3:41exercises to make them more
- 3:42SPEAKER_00: interactive and rewarding.
- 3:44Instead of being told to squat 10 times or balance on one leg
- 3:47for 30 seconds,
- 3:48you might be steering a virtual boat by moving your shoulder or
- 3:51helping a digital
- 3:52SPEAKER_00: character jump by shifting your weight.
- 3:54Each correct movement earns points,
- 3:56visual rewards,
- 3:57or unlocks a new challenge.
- 3:59SPEAKER_00: These are more than digital gimmicks.
- 4:01SPEAKER_00: They engage the brain's reward system,
- 4:03SPEAKER_00: releasing dopamine,
- 4:04SPEAKER_00: the feel-good neurotransmitter,
- 4:07SPEAKER_00: and turning repetitive motion into a satisfying,
- 4:09SPEAKER_00: measurable experience.
- 4:11SPEAKER_00: From clinic to console, the rise of rehab tech.
- 4:15SPEAKER_00: The idea of using games in healthcare isn't entirely new.
- 4:19SPEAKER_00: Early research into exergaming,
- 4:22SPEAKER_00: combining exercise and gaming,
- 4:23SPEAKER_00: took off with the Nintendo Wii in the mid-2000s.
- 4:27Therapists quickly noticed that balance games and virtual
- 4:29sports helped pace