gamification

By Jonah Comstock May 21, 2019
Boston Children’s spinout Mightier, which makes biofeedback games to help children improve their emotional resilience, has raised $6.6 million in Series A funding, bringing the company’s total funding to $10.1 million. Foxkiser led the round, with additional contributions from new investors Asset Management Ventures and FundRx, and existing investors including Founder Collective, Slow Ventures...

Photo credit: Drexel University

By Laura Lovett May 8, 2019
While digital tools may help individuals curb a sweet tooth habit, gamifying those tools doesn’t improve results, according to a recent study published by the Journal of Behavioral Medicine.  In the study, researchers developed multiple versions of a platform, including two gamified versions, designed to help overweight individuals cut out sweets.  Researchers found that participants who had an...
By Dave Muoio March 5, 2019
Digital health engagement platform dacadoo and the United Arab Emirates’ Daman Health Insurance announced a new mobile game that encourages players to log steps and stay active. The new Daman Tamshi game is built on dacadoo Go, the company’s customizable, white-label geolocation app that uses rewards and friendly competition to engage its users. The platform calculates a user’s “Step Score” to...
By Jonah Comstock March 15, 2016
Mad*Pow, a design agency with a specialization in healthcare design, has announced an agreement to acquire gamified exercise app HotSeat from context, the communications consulting firm owned by app creator Fran Melmed. The acquisition price was undisclosed.  “Mad*Pow sees the acquisition of HotSeat as an opportunity to bring an elegant solution to a complex problem,” Amy Cueva, founder and Chief...
By Jonah Comstock March 8, 2016
Gamification has a perennial presence at health tech conferences, but never seems to take central stage. At a late-day session at HIMSS16, Amanda Havard, Chief Innovation Officer at Health: ELT and Charlie Schroder, a digital strategist and consultant, talked about what’s holding the space back and how health stakeholders can launch gamified apps that work. One topic that frequently comes up in...
By Brian Dolan June 20, 2014
The current state of health gaming By Jonah Comstock As Games for Health organizer and DigitalMill cofounder Ben Sawyer pointed out at the 2014 Games for Health conference, health gaming had some big milestones in the past year -- events that may not represent a breakthrough for the category but show it steadily building in importance. Health games made the cover of Nature when a study showed...
By Jonah Comstock April 15, 2014
hubbub health's mobile app When Virgin Pulse (then Virgin HealthMiles) opened its services to (up to three) family members for free last fall, execs from the company told MobiHealthNews they predicted other employee wellness companies would follow suit. But hubbub health, a spin-off of Portland, Oregon-based Cambia Health Solutions, is doing one better, offering its gamified employee wellness...
By Aditi Pai March 19, 2014
After just 25 minutes of playing a game, which is based on a cognitive treatment for anxiety called attention-bias modification training (ABMT), researchers found a reduction of anxiety levels in stressed people, according to a study of 75 adults published in Clinical Psychological Science. In the game, which researchers have not given a name to, users try to avoid "threatening stimulus" such as...
By Brian Dolan January 23, 2014
Earlier this month the Federal Trade Commission published a notice that granted UnitedHealth Group a preliminary green light to acquire Audax Health Solutions. These notices are granted both for outright acquisitions and for larger investments that include a large stake in the company. Since neither UnitedHealth Group nor Audax Health has commented yet, it's unclear which is in the works, but the...
By Jonah Comstock November 12, 2013
SuperBetter, a popular health and wellness game. Three trends are driving players in the healthcare space -- especially insurers -- toward gamification, according to a recent report by consulting firm ICF International: the trend toward value-based care, the increasing role of the patient as consumer, and the millennial generation as desirable health insurance customers. A fourth trend, the...