Got Sleep?

 sleep_banner

Bernadette Keefe MD

Introduction

The most recent data is that 20-40% of the U.S. adult population is sleep deprived: meaning they are not getting the recommended 7-8 hours of sleep per night. The consequences of inadequate sleep on both the individual and society as a whole, are significant. The worst of these include increased obesity, decreased attention and learning, increase in mood disorders, and an increase in accidents. Working against our desire for optimal sleep are our fast paced lives, inevitable work/life stressors, and 24/7 online media, entertainment, and socializing. Although these are formidable obstacles, we must make strides towards the holy grail of a “great night’s sleep” . 
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{Ultra}Processed Food: Too Sexy for Our Own Good?

FrenchFries

Bernadette Keefe MD

“If we are what we do and what we eat, we’re potatoes: couched and fried.” – Ellen Goodman, Wall Street Journal

Introduction

Fast Food has a rich and storied history. In Roman times, through the middle ages, fast food, sold by venders, was a necessity, as many dwellings had no kitchen.

The British “Fish ‘N Chips” was popularized in the mid-1800s by coastal towns that needed to service the large trawling industry. The undisputed King of the Fast Food Industry, however, is the United States. With the introduction of the automobile in the early 1900s, there was ever greater access to fast-cook restaurant fare. America fell in love with “White Castle” hamburgers; the rest is history. America has the largest fast food industry, and, has peppered the world’s landscape with Subway, McDonalds, Kentucky Fried Chicken, Burger King, Starbucks, Dunkin Donuts, Wendy’s among others, whose outlets can be found in over 100 countries.

Due to its worldwide dominance of the Fast Food Industry, U.S. citizens are particularly immersed in the fast food culture, and sadly have “drunk the cool-aid”. While this essay addresses the effects of fast food and other ultra-processed food in America, similar consequences are occurring around the globe.

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Gamification in Healthcare – Let’s Play!

games-geek-dice-nerd-gold-dnd-ancient-dungeons-and-dragons-board-games-games-20-sided-die-HD-Wallpapers

Bernadette Keefe MD

 “Playing a game is the voluntary effort to overcome unnecessary obstacles.” (Bernard Suits)

Introduction

Game-play focuses and controls our attention, taps into our innate strengths, thrills us utterly, and compels us to greater resilience in the attainment of more powerful and effective skills. For these reasons, some believe that game-play is an invaluable tool to employ in tackling the biggest problems in our world today.

The ability of gaming to focus human attention so completely has attracted all those who wish to harness just a piece of that attention for their own ends. Business, education, and healthcare have all used gamification with the hopes of affecting certain desired behaviors. The goals of gamification in healthcare would be no less than to effect personal and societal behavior change, to achieve improved individual health, and the health of populations.

A flurry of aspirational papers and some early results propelled gamification in healthcare to a Gartner’s Hype Cycle * peak ‘hype’ in 2011-2013. Years 2014-2015 found gamification in healthcare in a period of disillusionment. Now the sentiment for gaming seems to be on the upswing, as more attention is being paid to high quality game design and targeted use.

 In this paper, I will give some history and context to game play, video game design, and the gameful mindset to show how gamification in health and healthcare can and does happen successfully when done well. I will also include demonstrative examples and a large number of references for further perusal.

What is A Game

Games are a structured “form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.” –wikipedia

The history of gaming goes back to ancient times and game-play is one of the oldest forms of social interaction. In essence, the games we play are a celebration of our potential, our dreams, and our innermost passions. Game-play is self-revelatory, and, at the same time, takes us ‘out of ourselves’.

The vast variety of game forms, both ancient and modern, speaks to the centrality of games, and game-play in human life. We play games seated, across from each other, standing, poised ‘in combat’ at the 50 yard line in stadiums, and across the world, in online video games. We stand, jump, kick, run for both online and offline physical games. ‘Exergaming’, the combination of video gaming and exercise, has taken individual and group exercise to a new level. The brilliant ancient Chinese game of ‘Go’, a territorial board game of strategy, is played with as much passion today, as it was several centuries ago!

Game-Collage

Collage of Non-Sport Gaming

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The Power and The Glory of Walking

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Introduction  

Walking

Definition: to move at a regular and fairly slow pace by lifting and setting down each foot in turn, never having both feet off the ground at once.-

Synonyms:  stroll, saunter, amble, trudge, plod, dawdle, hike, tramp, tromp, slog, stomp, trek, march, stride, sashay, glide, troop, patrol, wander, ramble, tread, prowl, promenade, roam, traipse

Wikipedia

“What if a simple act could change the world?” – Born to Walk: The Transformative Power of the Pedestrian Life

Born to Walk – Trailer

Walking for Health 

The U.S. Surgeon General regularly announces public health campaigns, “Calls to Action”, which are deemed particularly important for the overall health of the nation. A “Call to Action” is defined as “a science-based document to stimulate action nationwide to solve a major public health problem”.

For 2015, the U.S. Surgeon General, Dr. Vivek H. Murthy chose walking as the focus, when he announced the ‘Step It Up’ campaign. The ‘Step It Up’ campaign was designed to promote walking and walkable communities. Here is the video which accompanied the launch:

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Time to Decouple Fear and Health

FearBlog?

Bernadette Keefe M.D.

“Pseudo-dangers represent further opportunities to avoid problems we do not wish to confront….” – Barry Glassner, The Culture of Fear

Introduction

For a while now, I’ve been concerned about the increasing role that fear has played as a tactic in persuading patients to choose certain treatments in healthcare, and to adopt certain habits. Fear is also, often a dominant driver for patients in their health decision-making process.

Fear, however, is an unwanted distraction when making decisions. In contrast to a calm state of mind, it creates added anxiety and stress, in a citizenry already burdened with increasing stressors. How can adding to this be constructive, or further, even moral? How can healthcare decisions, made from fear, be in any way conducive to optimal health outcomes, or conducive to sustainable well-being throughout our lifespans? 
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Popping Pills: A Drugged Nation

 pill-bottle-bannerBernadette Keefe MD

Excerpts from ‘Limitless’ The Movie (Trailer)

You (can) access 100 % your brain

A tablet a day and I was limitless

What’s your secret? Medication

A perfect version of ourselves…..power…..

What would you do???


The ‘Limitless” Trailer  

Introduction: A pill for every ill.

From teenagers to granny, to the pro-athlete, and everyone in between, the United States is the most drugged nation in the world. A staggering:

70 Million Americans are taking legal mind-altering drugs

Nearly 70% of all Americans are on at least one prescription drug and 20% are on at least five prescription drugs Continue reading

Sugar High Halloween

Candy Corn

Candy Corn

Bernadette Keefe MD

It’s Halloween… but:

‘We need to start talking about how our food supply is making many of us sick.”

 “Sugar high” is the term used to describe the cascade of responses after eating a sugar load. A high sugar load, especially a pure sugar load, triggers is a rapid release of insulin to counteract the high blood sugar. With that response, glucose is absorbed into cells and the blood sugar plummets. We feel hunger with the low blood sugar and if we consume a sugary snack or meal, the cycle restarts. The taste of sugar is also ‘addictive’ over time. At this time we have a cultural sugar high, a palate tuned to the taste of sugar, across our nation and indeed the world. It has led to unprecedented levels of Type 2 diabetes and obesity. Continue reading