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In a pilot project under the patronage of among others GermanyâsMinister of
State forDigitalization,which studied the health-promoting effects regular gaming
has on the social, physical, and cognitive resources of senior citizens, theïŹndings
were clear: Compared to non-gamers, gamers showed signiïŹcant 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 signiïŹcant. Therewere also positive trends in the
subjective experienceof pain,whichwas reducedby regular gaming.As a result of
this study, âBARMER [one of Germanyâs largest health insurance funds] is con-
vincedofRetroBrainâsmemoreBoxâ, asDr.med.ManiRaïŹi,memberof theboard,
comments: âThe concept combines movement with enjoyment and games and
makes it possible for elderly people to remain mentally and physically ïŹt 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 platformâ (RaïŹi, M., as cited by
Jakob-Pannier 2019, p. 1). In 2019, Germanyâs 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 âproves, howpeople in need
of care proïŹt from the use of a digital tool in different ïŹelds including their cog-
nitive abilities, social interaction and conclusion, as well as gait qualityâ, and
furthermore even the nursing staff beneïŹtsâ (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 âhaving funâ and âgetting/being healthyâwere 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 healthyâinstead of trying to heal them after they have
taken ill,which takesmuchmore effort andhas far lower chances of success,âthe
legislator created the Prevention Act obligating health insurance companies to
allocate sufïŹcient funds to promote meaningful prevention. Like many social
business start-upsmakinguseofdigital technology,RetroBrainR&Doperates inan
ecosystem of cross-sectoral quality; besides the âPEP Programâ of Ashoka, one
may particularly mention the âImpact Factoryâ.2 Thus, RetroBrain R&D can be
studied as an exemplary case for aspects like âkey partnerâ, âkey environmental
actors and influencersâ, and âbeneïŹciariesâ of our âDecade of ActionââCanvas.
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
- Title
- Digital Entrepreneurship
- Subtitle
- Impact on Business and Society
- Authors
- Mariusz Soltanifar
- Mathew Hughes
- Lutz Göcke
- Publisher
- Springer Verlag
- Location
- Cham
- Date
- 2021
- Language
- English
- License
- CC BY 4.0
- ISBN
- 978-3-030-53914-6
- Size
- 16.0 x 24.0 cm
- Pages
- 340
- Keywords
- Entrepreneurship, IT in Business, Innovation/Technology Management, Business and Management, Open Access, Digital transformation and entrepreneurship, ICT based business models
- Category
- International