Seite - 307 - in Digital Entrepreneurship - Impact on Business and Society
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In a pilot project under the patronage of among others Germany’sMinister of
State forDigitalization,which studied the health-promoting effects regular gaming
has on the social, physical, and cognitive resources of senior citizens, thefindings
were clear: Compared to non-gamers, gamers showed significant improvements in
cognitiveperformance, gait stability,motor skills, stamina, andcoordination.There
are alsomoderate improvements as it pertains to the health-related quality of life,
the extent ofwhich is practically significant. Therewere also positive trends in the
subjective experienceof pain,whichwas reducedby regular gaming.As a result of
this study, “BARMER [one of Germany’s largest health insurance funds] is con-
vincedofRetroBrain’smemoreBox”, asDr.med.ManiRafii,memberof theboard,
comments: “The concept combines movement with enjoyment and games and
makes it possible for elderly people to remain mentally and physically fit and to
actively participate in society. Sincewe had positive experienceswith the concept
within the framework of a pilot phase,we are now rolling it out nationwide, sowe
cangiveevenmoreelderlypeople theopportunity to takepart in thepreventiveand
health-promoting capabilities of this video game platform” (Rafii, M., as cited by
Jakob-Pannier 2019, p. 1). In 2019, Germany’s National Association of Statutory
Health InsuranceFunds commissioned the Institute for Innovation andTechnology
ofVDI/VDE-IT to conduct a study on the potential impact of digital tools in care
andnursing.According to this study, thememoreBox “proves, howpeople in need
of care profit from the use of a digital tool in different fields including their cog-
nitive abilities, social interaction and conclusion, as well as gait quality”, and
furthermore even the nursing staff benefits” (GKV-Spitzenverband 2019, p. 151).
WhatopenedmemoreBox thedoor to theHealthcareMarketwas theGermanAct to
StrengthenHealth Promotion andPreventiveHealthCare,which has been in effect
since the summerof 2015.Theneed for this lawshowshowdiametrically opposed
the two poles of “having fun” and “getting/being healthy”were at that time. The
legislator created this law tomotivate the health insurance industry to investmore
money in prevention. Given that it generally takes fewer resources and is more
promising to keep people healthy—instead of trying to heal them after they have
taken ill,which takesmuchmore effort andhas far lower chances of success,—the
legislator created the Prevention Act obligating health insurance companies to
allocate sufficient funds to promote meaningful prevention. Like many social
business start-upsmakinguseofdigital technology,RetroBrainR&Doperates inan
ecosystem of cross-sectoral quality; besides the “PEP Program” of Ashoka, one
may particularly mention the “Impact Factory”.2 Thus, RetroBrain R&D can be
studied as an exemplary case for aspects like “key partner”, “key environmental
actors and influencers”, and “beneficiaries” of our “Decade of Action”—Canvas.
2A joint initiative of a diverse group of founding partners including German family equity
company Franz Haniel &Cie. GmbH, Beisheim Foundation, KfW foundation (of the KfW, the
German government-owned development bank), andAnthropia gGmbH, a social business itself.
316 M. Shamsrizi et al.
Digital Entrepreneurship
Impact on Business and Society
- Titel
- Digital Entrepreneurship
- Untertitel
- Impact on Business and Society
- Autoren
- Mariusz Soltanifar
- Mathew Hughes
- Lutz Göcke
- Verlag
- Springer Verlag
- Ort
- Cham
- Datum
- 2021
- Sprache
- englisch
- Lizenz
- CC BY 4.0
- ISBN
- 978-3-030-53914-6
- Abmessungen
- 16.0 x 24.0 cm
- Seiten
- 340
- Schlagwörter
- Entrepreneurship, IT in Business, Innovation/Technology Management, Business and Management, Open Access, Digital transformation and entrepreneurship, ICT based business models
- Kategorie
- International