Hospital Branded App Infographic

I’m always intrigued by infographics, so I couldn’t resist the following infographic that looks at hospital branded mobile apps by MobiHealthNews. In some ways I’m surprised there aren’t more hospital branded apps, but in other ways I think patients are more tied to their primary care doctor than they are to a hospital. It was interesting that a large portion of those hospitals with a branded app are children’s hospitals.

Hospital Branded Apps Infographic

October 7, 2013 I Written By

John Lynn is the Founder of the HealthcareScene.com blog network which currently consists of 15 blogs containing almost 6000 articles with John having written over 3000 of the articles himself. These EMR and Healthcare IT related articles have been viewed over 14 million times. John also manages Healthcare IT Central and Healthcare IT Today, the leading career Health IT job board and blog. John launched two new companies: InfluentialNetworks.com and Physia.com, and is an advisor to docBeat. John is highly involved in social media, and in addition to his blogs can also be found on Twitter: and and .

3 Keys to Healthcare Gaming

Jonah Comstock has a great article over on mobi health news about Ayogo building an adherence game for big pharma. The article is short on details since Michael Fergusson, CEO of Ayogo, wasn’t given permission to demonstrate the game. However, the article highlights three elements that I have yet to see really done well in the “gaming healthcare” space. Each one of them is incredibly powerful and could change healthcare, but I have yet to see them implemented well. They are:

  • Social
  • Fun
  • Competition

I can’t think of three more powerful motivators that exist. People love to be social (see Facebook). We love to have fun. Most of us also love a good competition.

It sounds like Ayogo is trying incorporate all 3 of these elements into an ARG (Alternate Reality Game) that helps to improve prescription compliance. You don’t need all 3 elements to create a successful application, but how powerful it is if you can nail all three of them.

I think the concept of healthcare gaming is an important one and someone is going to finally crack the code. The problem I’ve seen is that the healthcare games I’ve seen too date are too much healthcare and not enough game. As I’ve written about before, health improvement needs to be a side effect of enjoying the game. Basically, you should want to play the game whether there was a health benefit or not. That’s a high barrier to overcome, but has a nice pot of gold waiting on the other side for whoever cracks the code.

June 28, 2013 I Written By

John Lynn is the Founder of the HealthcareScene.com blog network which currently consists of 15 blogs containing almost 6000 articles with John having written over 3000 of the articles himself. These EMR and Healthcare IT related articles have been viewed over 14 million times. John also manages Healthcare IT Central and Healthcare IT Today, the leading career Health IT job board and blog. John launched two new companies: InfluentialNetworks.com and Physia.com, and is an advisor to docBeat. John is highly involved in social media, and in addition to his blogs can also be found on Twitter: and and .

mHealth for Seniors is Voice Not Text and Is Worth Paying For

Neil Versel has a really great article over on Mobi Health News. It feels a bit like a pitch for a company, but within the article the company makes two observations that every mobile health person should take not of. The first comment is about seniors need for voice instead of text on their mobile:

The average user of GreatCall products and services is 68 years old, according to Pantalone, so the Carlsbad, Calif.-based company wants to keep its apps simple. Jitterbug phones, with large buttons and uncluttered screen displays, “are terrible for texting because you have to triple tap, and seniors don’t want that anyway,” Pantalone said.

Pantalone said that 80 percent of seniors’ activity on cell phones is making or receiving calls, not texting, browsing the Web or running smartphone apps. That’s pretty much opposite the trend for younger generations, so GreatCall’s services are mostly voice-to-voice. “We’ve found that voice and IVR-based apps are effective,” Pantalone said.

Makes sense when I think about the seniors I know. They definitely use it as a phone and are generally scared about the idea of texting (with the usual exceptions). This generation of seniors will benefit more from a voice mHealth app.

Then the second money quote from Neil talks about a study that was done that talks about what users are willing to pay for:

Pantalone also reported on another interesting data point among its older customer base that runs counter to attitudes of younger people: 38 percent of Jitterbug and GreatCall users surveyed in 2010 expressed a willingness to pay a recurring monthly fee for a health-related service.

I imagine it’s even more likely true with the senior community where they realize that their health is fragile and they’ve come to realize that they need to take better care of their health. I wonder what other paid mobile health applications are seeing success.

March 30, 2011 I Written By

John Lynn is the Founder of the HealthcareScene.com blog network which currently consists of 15 blogs containing almost 6000 articles with John having written over 3000 of the articles himself. These EMR and Healthcare IT related articles have been viewed over 14 million times. John also manages Healthcare IT Central and Healthcare IT Today, the leading career Health IT job board and blog. John launched two new companies: InfluentialNetworks.com and Physia.com, and is an advisor to docBeat. John is highly involved in social media, and in addition to his blogs can also be found on Twitter: and and .