Sidekick Health

PRODUCT

Sidekick Health

Gamified digital therapeutics built on science, rooted in behavioral economics, and scalable across multiple therapeutic areas.

How Sidekick Health changes Disease Management behaviors

Feedback

TACTICS

Feedback

Feedback entails providing qualitative or quantitative information about a behavior's performance or consequences. Performative information might include data on how a person's current diet tracks with nutrition recommendations or how their home power consumption compares with nearby households.Feedback on outcomes may include information about relative cancer risk based on current lifestyle factors or calculated net worth in 20 years based on the person's current savings rate and investment returns.‍

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Gamification

TACTICS

Gamification

Gamification refers to leveraging mechanics and other experiential elements typically associated with games in non-game contexts.These can be fairly subtle (e.g. a progress bar for filing out a health risk questionnaire), moderate (e.g. achievements given for reaching personal finance goals, contests for steps walked as a team in a workplace wellness competition), or extreme (e.g. an augmented reality experience to treat chronic pain). At the extreme end, the distinction between a gamified experience and an actual game may be considered almost academic.

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Goal Setting

TACTICS

Goal Setting

Goal setting simply refers to a person choosing a specific result to aim at achieving. This might include an outcome (e.g. a goal weight) or a behavior (e.g. exercise 90 minutes 3 times a week).

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Self-Monitoring or Tracking

TACTICS

Self-Monitoring or Tracking

Self-monitoring or tracking simply refers to a person measuring their behavior, experiences, cognition, or other data points over time.Often, merely tracking a behavior can influence the likelihood or frequency with which a person performs the behavior or related ones. For example, many pedometer studies increase walking activity merely by improving awareness, and many interventions that merely consist of rewarding someone for weighing themselves result in weight loss. Similarly, when cognitive behavioral therapy patients track which cues or environments are associated with undesired behaviors or thoughts, they may begin to avoid them.Unfortunately, people often find tracking behaviors tedious and lose interest after a short period, so behavior designers should seek to reduce the burden of self-monitoring by collecting information automatically or doing so in a low-effort way.

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Reminders, Cues, or Prompts

TACTICS

Reminders, Cues, or Prompts

Reminders, cues, and prompts are simply methods to cause someone to perform a behavior by calling their attention to it with a timely message. People have limited attention and memory, so these types of influences can be very effective when done skillfully. The cue need not consist of written or spoken language; for example, it could be a certain melody, symbol, or pattern of lights on a connected home device. It might also be a bracelet or pattern of vibrations from a wearable device. Provided the cue or prompt is associated with the behavior, almost any sensory stimuli that is reliably perceived and interpreted may be used. That said, verbal reminders can be effective since they may be personalized with additional semantic information related to the person's context or leverage other effects (e.g. identity priming or framing effects).

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Education or Information

TACTICS

Education or Information

Education refers to empowering a person with more knowledge or training than they had previously. While providing information alone is often a suboptimal way to drive meaningful behavior change or long-term interventions, the right message at the right time can be a powerful part of a behavior change strategy.‍

PAPERS

A Digital Lifestyle Programme to Support Outpatient Treatment of Type 2 Diabetes: A Randomised Controlled Trial., Behaviour change intervention increases physical activity, spinal mobility and quality of life in adults with ankylosing spondylitis: a randomised trial.

Sidekick Health changes these Disease Management behaviors

Disease Management