For over five years now, I’ve mentioned Patients Like Me in nearly all of my “digital engagement” related speeches. It is one of my favourite examples of big data used to improve actual lives.
Almost two years ago now I wrote a blog post entitled “Gamification can change behaviour. I have proof“. Since that time, I have become even more interested in this emerging trend and its potential applicability towards societal issues. Last spring, I decided to do some additional research on the topic and create a visual presentation derived from various materials available publicly on the web (both academic and commercial). I ended up delivering the resulting presentation attached below at the 2013 MARCOM Annual Forum.