The Magic Carpet and the Gamification of Health

Summary

In this article, we discuss the Magic Carpet, a carpet developed by General Electric and Intel that can monitor the movements of an individual in their home and send alerts if there are any abnormalities. We also explore the concept of gamification of health and how wearable devices like Jawbone, Upband, Nike, and Body Media can help individuals monitor their health in the early stages and prevent healthcare costs from skyrocketing.

Table of Contents

  • The Magic Carpet
  • Wearable Devices and the Gamification of Health
  • Conclusion

The Magic Carpet

After experiencing difficulty convincing his mother to move in with him after his father’s death, the speaker hired caregivers to stay with her in shifts. However, this arrangement was not ideal, and he began to explore other options. At a TEDMED conference, he learned about the Magic Carpet, a joint venture between General Electric and Intel that could monitor an individual’s movements in their home and send alerts if there were any abnormalities. The carpet could provide valuable information without invading an individual’s privacy, and it could be a game-changer in the healthcare industry.

Wearable Devices and the Gamification of Health

The speaker also learned about wearable devices like Jawbone, Upband, Nike, and Body Media that could monitor an individual’s health and provide valuable data. By tracking steps taken, sleep patterns, and other metrics, individuals could monitor their health in the early stages and prevent healthcare costs from skyrocketing. The idea of gamification of health, where individuals compete with themselves or others to achieve health goals, could incentivize people to take better care of themselves and prevent health issues from arising.

Conclusion

The Magic Carpet and wearable devices like Jawbone, Upband, Nike, and Body Media could revolutionize the healthcare industry by providing valuable data and preventing healthcare costs from skyrocketing. By monitoring movements and health metrics, individuals could take control of their health in the early stages and prevent health issues from arising. The gamification of health could incentivize people to take better care of themselves and lead to a healthier society.

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