Patient support games

Saizoom: Capturing hearts and minds through patient engagement

The challenge

We were asked to create a “solution” that would improve the treatment adherence rates for Merck’s Growth Hormone Treatment. This patient group consists of young children with Growth Hormone Deficiency (GHD) whose parents administer the drug via injection. With robust support in place for the parents to cope with the day-to-day reality of managing the treatment plan it became evident that there was, at that time, nothing to directly support the young patients.

The solution

We designed and developed a game that educated children suffering from GHD to understand how the drug worked within their bodies. As well as the game there was information about treatment, support and care for the condition. The game is a single player ‘infinite runner’ game, where the player’s character runs through the body colliding with blood vessels and collecting items that generate points. This engaging game strengthens the patient’s association with what the treatment is doing to their body. It is available on IOS and Android devices.

Functionality

  • Game setup

    A quick question about the player's wellbeing and treatment adherence is posed before the game starts

  • Game play

    The game makes use of swiping gestures on the screen to control the character – jump from side to side and up and down

  • Power ups

    The further the player runs the more difficult the game becomes. The better the player gets, the further he runs and the more messages (in-game challenges) are “pushed” through the game

  • Key facts

    The game was rolled out in 15 countries and 12 languages. The highest score was 17,662 and the longest game was 426 seconds

Game setup

A quick question about the player's wellbeing and treatment adherence is posed before the game starts

  • Game setup

    A quick question about the player's wellbeing and treatment adherence is posed before the game starts

  • Game play

    The game makes use of swiping gestures on the screen to control the character – jump from side to side and up and down

  • Power ups

    The further the player runs the more difficult the game becomes. The better the player gets, the further he runs and the more messages (in-game challenges) are “pushed” through the game

  • Key facts

    The game was rolled out in 15 countries and 12 languages. The highest score was 17,662 and the longest game was 426 seconds

The outcome

The game supports children encouraging them to attend and look forward to routine clinic appointments. It has an adaptable feature set, including online/offline versions, multiple access styles, and swappable visual front ends.

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