Health Points : Health Gamification
Technology
Series 2, Episode 9 is LIVE!
Joining us for episode 9 we have Dom Raban, who is co-founder of Xploro, a unique Digital Therapeutics platform that delivers health information to young patients using augmented reality, artificial intelligence and games. Xploro aims to reduce their stress and anxiety and improve children's clinical outcomes.
He is also Chair of Corporation Pop, a creative and digital agency that specialises in mobile app development and emerging technologies.
In this episode, we explore:
- The importance of human-centred design for Xploro that involves adolescent patients, parents & clinicians to create gamified health services that are fit-for-purpose
- To test, test and test again to check design isn’t just representative of a co-design sample, but representative of the population, geography and cultures any product or service is working to support
- And that it's not just the role of gamified health interventions, it’s also the adaptations of society to support lifestyle change on a grand scale.
https://xploro.health/
S2E16: Series 2 Finale Live Panel Debate
S2E15: Pippa Boothman <>Smart balls revolutionising sport and exercise for kids and teens.
S2E14: Bruce Elliot <>Fighting Dementia with Memory Games
S2E13: Wain Choi <> Masterclass in the Communicating and Promotion of Health Gamification
S2E12: Jonny Bloomfield <> Oopla: Professional Rugby sport science transformed into motivation game mechanics
S2E11: Scott Taylor <> Perx Health: creating over 4000% more engagement in health self-management with tailored gamification
S2E10: Geoffrey Kretz <> Supporting 3 MILLION people to stop smoking with gamification
S2E8: Matt Omernick <> Creating the world’s first FDA approved, doctor-prescribed video game
S2E7: Michiel Van Eunen<>Creating audio adventures for people living with visual impairments
S2E6: Amanda Philpott <>gamifying hearing health with ’eargym’
S2E5: Jaime Garcia <>developing serious games for older adults & pregnant women + health gamification research
S2E4: Niklas Johannes <> digital devices impact on mental health & attention span + the psychology of play
S2E3: Kevyn Eva <> gaming for mental health > delivering emotional support for adolescents and adults
S2E2: Keith Wakeman <> SuperBetter: the power of living gamefully for over 1m players
S2E1: Noah Falstein <> The evolution of video games > health gamification > the most prestigious scientific journal on the planet
Episode 20: Health Points Panel Debate <> Ethics of Health Gamification
Episode 19: Prof. Robert Böhm & Asst. Prof. Aske Mottelson <> Boosting COVID Vaccination Rates with Virtual Reality Games
Episode 18: Michael Hornberger <> Sea Hero Quest’s navigation to over 4 million players
Episode 17: David Wortley <> Creating an International Serious Games Institute
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