December 10, 2020
Zurich-based insurtech company, dacadoo has launched 'the ultimate lifestyle navigator', helping people live healthier lives through a combination of motivational techniques from behavioural science, gamification principles and social networking.
The platform also uses AI and automated coaching to guide people towards increased fitness and improved diet choices.
WHY IT MATTERS
August 18, 2020
Sam Glassenberg, CEO of Level Ex, dodged the family business of medicine and went into video game design. But his path led him right back to the world of medicine
“All of this came to a head in 2012 when my father, who is an anesthesiologist, finally gave up and said ‘All right Sam, you’re not going to medical school. It’s too late. So at least put this game silliness to good use and make me a...
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
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...
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...
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...
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...
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...
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...
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...