In the medical world, people treat patients as prescribed by doctors as "compliance" and vice versa as "non-compliance." According to relevant survey data, only half of the patients will take the medication according to the prescription prescribed by the doctor, and the most common reason for taking the drug "non-compliance" is "forgetting." The consequences of taking "non-compliance" are serious. According to estimates by the Office of the General Directorate of the United States, 125,000 cardiovascular patients die each year due to "non-compliance".
Even so, there are always many people who will forget to take medicine, do not take the medicine on time, according to the dose, and stop taking the medicine at will. Then, how to effectively improve the patient's "compliance", especially the medication "compliance", has become a common concern. At present, an application called Mango Health may find a feasible way for everyone.
  Mango Health: Improve medication adherence
Mango Health, an app that allows patients to take their medications on time. Mango Health has a relatively complete drug database. Users only need to input the drug information they are taking, such as the name of the drug, the medication doctor's order, etc. Mango Health will remind the user to take the medicine and inform the drug through message push. In addition, it also reminds the user of the danger of not taking the medicine.
Of course, the biggest feature of Mango Health is not here. Jason Oberfest (CEO), one of the founders of Mango Health, has extensive experience in game development. According to current fashion, he entered the medical field across the border. Therefore, he naturally incorporates the simple, interesting and competitive factors in the game into the application. Through its gamification and genuine reward mechanism, the user can change the medication from passive to active. full of joy.
Mango Health
Mango Health will give users a certain amount of rewards based on whether the user has taken the medicine on time. When the points are added to a certain level, they will also receive the corresponding material reward. For example, when they reach Level 3, there will be a $5 Target supermarket reward. Level 5 has a $25 bonus. Among them, there is a more interesting place. When the user does not actively tell Mango "I ate" during the time of taking the medicine, Mango will directly draw a slash on the user's history to indicate "no medication." There is no way to remedy it. In this way, MangoHealth allows users to change from passive to active in taking medication, and try not to miss any medication time to earn an opportunity to unlock the winning reward.
The four charms of gamification release of medical health management
Bing Gordon, a partner at KPCB, the largest venture fund in the United States, said: Every startup CEO should understand Gamification because the game is the norm. It is the nature of everyone to love and win. With respect boring, boring and even painful for health care, if they can try the ingredients into the game, inspired hardware and software user or willingness to accept treatment in patients with active, develop healthy living habits, it can play a greater degree The effect of wearing medical care .
More directly, it is how we can combine the behavioral psychology of the game with health care to enable patients to participate in the entire health management consciously, actively and enthusiastically to help them improve their health. This will make gamification of medical health management more attractive.
First, the game can inspire players' deep desire for play and competition. If you put this desire into some apps for wearables, you can form a sticky community. For example, the smart bracelet monitors your steps or the calories burned during running every day, and by accessing some social platforms, the data is semi-publicized to form an intra-circle contest. Then, when you enter the corresponding social platform and find that your steps and the buddies in front of the row are only ten steps away, it is estimated that you will immediately stand up and walk around the house to overtake him.
In the future, when the human-computer interaction method is more intelligent, the device will jump out from time to time to tell you loudly on the basis of reading your consciousness. The one who wants to be overridden is the one who goes to your front. You can deploy a go-ahead strategy, and in such an interaction that you catch up with, you naturally achieve the goal of running on a daily basis.
As Michael Ferguson, CEO of game development company Ayogo, said: The game in the health field is not really about winning or losing. It really matters whether the user is really active and enthusiastic to participate.
Second, integrate the game into the app or platform of chronic disease management to help patients manage their own diseases in their daily lives and adjust their living habits according to their condition. For example, Ayogo has integrated the game into a software HealthSeeker designed for people with diabetes and children who are susceptible to diabetes. Users can first select the life goals they want to accomplish, and then finally get different badges by completing the tasks to earn points.
The establishment of any habit requires a process, especially for the development of habits of health management, often requires external driving force to promote the main body of life (users, patients) to do something repeatedly; and too Rough or painless mechanical reminders and punishments do not necessarily achieve the best results. At this time, the gamification method can play a role: the user unconsciously develops a good habit in the process of experiencing fun. Therefore, it is not only a catalyst, but also a lubricant.
Third, for patients, the game can better achieve medical results. According to Tang Jintian, a researcher at the Institute of Medical Physics and Engineering at Tsinghua University, the relationship between games and psychology is very close. Placebo is much more effective than medication, and medical games are designed to be better than placebo. Maybe a few years later, if you go to the hospital because of a certain disease, the doctor will give you a prescription: go home and play the FDA-approved computer game for two weeks.
"The Yellow Emperor's Internal Classic" said: "The heart, the Lord of the internal organs is also ... ... so sad and sad, then the heart is moving, the heart is shaking all five dirty." The impact can be said to be very large. During the Second World War, the Germans surrounded Leningrad to make the locals worry, anxious, and panic. As a result, a large number of high blood pressure patients appeared in just ten days. These patients are not caused by traditional pathogenic factors (high blood fat, excessive salt, etc.), but are caused by a high level of mental stress under the horror of war. It is enough to see that the negative and negative psychological state can cause physiological dysfunction and disorder. At this time, the information transmitted to the cerebral cortex is also negatively bad. It will aggravate the negative and bad psychological state and form a vicious circle, leading to the occurrence of the disease.
This tells us a phenomenon: psychological emotions will affect the physiology to a certain extent, and even directly lead to the emergence of diseases. The biggest charm of the game is to bring fun to the experience and relax the state of mind; although the gamification of health management can not cure this, it can play a role in regulating user emotions and assisting medical care.
This is also evident in the history of cases of malignant tumors that have naturally disappeared without treatment. According to relevant reports, in addition to the strong immune function of the body, the patients with natural tumor regression have the ability to fight against and eliminate malignant tumors. The most important thing is to have good psychological quality and positive mental state.
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