Sanofi Diabetes: Using Digital Technology and Gamification to Improve Patient Experience and Adherence




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INTRODUCTION

In the latter part of 2014, Sanofi SA (Sanofi), a leading French multinational pharmaceutical company, launched a games app called 'Mission T1D'.Mission T1D, a free games application available on Apple, Android, and PC devices,was intended for children suffering from Type 1 diabetes. The game was part of gamification strategies which had a significant presence in the diabetes drug segment. It was designed to create awareness and understanding among children suffering from Type1 diabetes and teach them how to cope with it. Earlier in 2013, Sanofi had launched another game app called 'Monster Manor' that was designed to prompt children to test their blood glucose levels regularly.

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Patient non-adherence to treatment regimens was an on-going problem in the practice of medicine. Moreover, in the new millennium, consumers were expecting pharmaceutical companies to do more than just sell pills, while payers were increasingly requiring health outcomes research that demonstrated a product's benefit and value.20 Michael Fergusson (Fergusson), CEO at Ayogo Health that developed the games apps for Sanofi, explained, "Something really interesting is happening in the pharma space...one by one, companies are coming to the conclusion that they don't sell pills, actually. Their business is getting people healthier. I want to engage with a company that I trust to help me manage my health, and if I do need pills, then it should be a company that I know can deliver them. But if all you can do is sell me pills, you're not part of my health solution or part of me living a healthy life."....

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