Health Points : Health Gamification
Technology
Joining us for Episode 2 is Keith Wakeman, CEO of SuperBetter.
SuperBetter is regularly listed as the gold standard example of health & wellbeing gamification on the planet, with numerous reviews and the World Economic Forum named SuperBetter as 1 of 14 top innovators globally in youth mental health.
In this episode we talk through SuperBetter's creation by Jane McGonnagal, repurposing of game playing as a framework for mental wellbeing, the role of psychology of gameplay in all aspects of life, leveraging the 'challenge mindset' we naturally take on in games applied to health & wellbeing, plus the innovation, business and pricing strategies in developing a successful gamified health solution. Buckle up. It's quite the episode!
Keith has led the development & launch of over $1 billion of new products in the health, wellness & food industries. As CEO & Co-Founder, he leads the expansion of SuperBetter to address the global mental health crisis among youth and young adults.
SuperBetter is a digital education & mental wellbeing company. They are a global leader in using the psychology of game play to empower people to overcome obstacles & achieve their goals. Over 1 million people have played SuperBetter.
SuperBetter was created by world-renowned game designer Jane McGonigal.
https://superbetter.com/
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
S2E9: Dom Raban <> Xploro - Augmented reality games reducing children’s stress & anxiety
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
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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