This past month, 124 of our HealthXL community members met across 13 meetings to discuss HCP and patient adoption, commercialisation models for virtual care in respiratory disease, and Germany’s DiGA pathway, among other topics. We’ve put together a snapshot of 5 expert insights from these meetings.
#1 On HCP Burnout: HCP burnout is one of the biggest barriers to DTx adoption. Most HCPs are very interested in embracing new technologies, but becoming familiar and staying on top of the evolving DTx landscape can be time-consuming and challenging. In an HCP practice, time, revenue and quality of care are top priorities. Before increasing prescription of DTx products, HCPs need to see results showing that a DTx will:
1. save them time
2. not be revenue negative
3. actually improve their patient care.
Engagement with HCPs should also be tailored to the individual HCPs’ priorities and motivations.
#2 On Pharma and Respiratory Virtual Care: What is pharma looking for when partnering with Virtual Care companies in the respiratory space?
#3 On Germany’s DiGA Pathway: While currently 95% of DiGA users receive a doctor’s prescription for their digital health product, DiGA solutions don’t need to be prescribed. Patients can also request DiGA solutions directly from their insurer.
#4 On Economic Evidence for Standalone DTx: There is a need to consider new methods of evidence generation that are both rigorous and take into account that near term behavioural changes can result in longer term clinical benefits. However, running a RCT for 2 years where the digital intervention is 3 months long to assess durability of response and longer term benefits will not be feasible for most DTx solutions. Figuring out a way to robustly predict if short term changes from a DTx intervention will produce longer term benefits is needed. This could also work to underscore the true economic value of an intervention and support higher pricing for these in the longer term.
#5 On DTx in China: With such a large market, there’s a huge opportunity for DTx companies in China. However, the Chinese market has its particularities and it is important to know and understand them before entering the market. For example, video games for children are banned during the week. This would include gamified DTx solutions (except for VR and AR - these are not considered to be a game). This may add additional challenges to successful market adoption for game-based solutions in the Chinese market.
Want to join the conversation? Check out our website for upcoming meetings and events. Interested in more expert insights and takeaways? Become a member of our HealthXL Community for access to polls and summaries from all of our meetings.