Health Points : Health Gamification Podcast Por Health Points arte de portada

Health Points : Health Gamification

Health Points : Health Gamification

De: Health Points
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Speaking with leading thinkers, designers, researchers and business leaders in gamification & healthCopyright 2024 All rights reserved.
Episodios
  • S3E10: Stephen McPeake<> Geo-located Digital Dollars for Gamified Community Activation
    Jul 30 2025

    We've made it to episode 10!

    We’re joined by Stephen McPeake

    Stephen has been working in the technology industry for 25 years, spending the last 10 focusing on 'Smart Cities' solutions and citizen engagement technology, including the ReportAll app and in the last few years, founding Civic Dollars.

    In this episode, we explore:

    • Stephen's journey that started with working to solve the problems facing cities in promoting health & wellbeing, which led to the idea for Civic Dollars to incentivise activity in outdoor spaces.
    • The importance of creating the right incentives for each demographic: it’s ‘local rewards for local people’ (and seasonal rewards too).
    • The opportunity to lean into effective altruism, creating deeper motivations for players through donating their civic dollars to local communities.
    • Civic Dollars is a great example of how digital gamification can translate into real-life social activities, creating new social connections and overcoming loneliness.

    Show notes:

    https://www.civicdollars.com/

    Civic Dollars Christmas Tea Dance https://www.youtube.com/watch?v=pbfVRqaQc0U

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    41 m
  • S3E9: Cosima Prahm<> Games Improving Outcomes in Pain & Trauma Injuries
    Jul 16 2025

    Rolling on to Episode 9!

    We’re joined by Cosima Prahm

    Cosima is Director of Centre for Clinical Research at Unfallkrankenhaus Trauma Hospital Berlin and post-doc chariotey, the Medical University of Berlin. She is a clinical neuroscientist with a background of research in plastic and reconstructive surgery relating to extremity reconstruction, prosthetic training, peripheral nerves, phantom limb pain and human machine interfaces. She founded the PlayBionic working group in 2017, which has led to applications for myoelectric signal training, immersive environments for phantom pain relief and more. Winner of multiple awards, including from Games for Change.

    In this episode we explore:

    • Learning from existing games on the market, and adapting the controls to enable people living with amputations to engage in the gameplay
    • Building on this through listening and co-creating games with patients living with amputations and trauma, which has led to therapeutic benefits of game play.
    • For players in your games who have had traumatic hand injuries, the distraction of the gameplay, means that patients are reducing their pain experience, and importantly, pushing the boundaries of their movement and functional therapy to recover earlier.
    • The importance of making games outrageous and weird to create player desire and interest.
    • The challenges of taking digital games as therapeutics beyond research studies into products and services available in clinical and residential settings – and something, as game designers and implementors, we need to collectively drive forward.

    Show notes:

    https://playbionic.org/about-us/

    https://pubmed.ncbi.nlm.nih.gov/30503232/

    https://games.jmir.org/2017/1/e3/

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    36 m
  • S3E8: Luca Contatto<> Golden Learnings and Wisdoms for Developing 200+ games
    Jun 25 2025

    We’ve arrived at Episode 8! We’re joined by Luca Contato

    Luca founded Rising Pixel in 2012, and since then, he and his team have created over 200 games with cumulatively millions of plays per week.

    In this episode we explore:

    • Rising Pixel’s learnings from developing over 200 games with millions of plays each week and your insights on the important elements when developing gamified health, educational and accessible games.

    • And for games to be effective, that plays must feel the meaning in the game, and be motivated by a games purpose, and that a good game, is one that has strong channels to reach it’s intended audience of players, because it’s not just about developing the most effective game, it’s having the most visible game to the greater number of players, that delivers the greater impact.

    Show note links:

    https://www.consilium.europa.eu/en/infographics/disability-eu-facts-figures/

    https://www.who.int/publications/i/item/9789240063600

    https://conference.digitaldragons.pl/speakers/luca-contato/

    https://embed-project.eu/

    https://www.risingpixel.com/portfolio/inquisitors-heartbeat/

    https://ian-hamilton.com/blog/

    https://www.youtube.com/watch?v=GHN5v3NJ9ko

    https://gameaccessibilityguidelines.com/basic/

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    41 m
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