Monday, March 15, 2010

Health 2.0 News: Virtual patients, Design Challenge and the Future

  • PatientsLikeMe Reports High Rate of Adverse Event Reporting Among Its Members (Pharma Marketing Blog): Patientslikeme will certainly play an important role in driving the pharma sector towards social media.
  • The 2010 DiabetesMine™ Design Challenge: The DiabetesMine blog presents this year’s Design Challenge in which innovations in diabetes can win prizes.

  • WebMD + Social Media, NOT! (Chilmark Research): WebMD wanted to take a step towards web 2.0, but didn’t do it in the best manner.
  • My name is Christopher. I have CF and was born in Novartis (Advertising and Health): A virtual patient promotes a new pharma-sponsored community site for patients dealing with cystic fibrosis. Does anyone think it’s a good idea?
  • Protecting Your Professional Image in the 21st Century (BiteSize Bio): A timely entry about why and how to be cautious online. Have you checked the settings of your Facebook or Twitter account recently?
  • Health care of the future? (Hans Oh’s eHealth Blog):
  1. Checklists
  2. Behavioral Economics
  3. Patient Portals
  4. Payment Innovations
  5. Evidence-Based Decision Making
  6. Accountable Care Organizations
  7. Virtual Visits
  8. Regenerative Medicine
  9. Surgical Robots
  10. Genetic Medicine
  • Quantified Self Business Models (The Quantified Self):

The session began with McCabe of ContagionHealth describing her company, whose first product is a social game that allows people to exchange exercise challenges. What on the surface looks like a fun diversion and micro-motivator is actually an insertion strategy for new tools of mapping human psychology and social influence, McCabe explained. The group is already experimenting with segmenting users (for instance, into “doms” and “subs” according to whether they prefer influencing or being influenced). This is invisible to the user, who sees only an invitation to play with their friends. Right now, McCabe and her partner Andrey Petrov hope to make money by licensing the platform to employee wellness programs.

[Via http://scienceroll.com]

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