GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Rescooped by Lionel Reichardt / le Pharmageek from healthcare technology
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Pokemon GO Within the Context of Family Health -  A Retrospective Study #esante #hcsmeufr #digitalhealth

Pokemon GO Within the Context of Family Health -  A Retrospective Study #esante #hcsmeufr #digitalhealth | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Pokémon GO illuminated the potential for mobile phone gaming apps to engage users and promote health. However, much work is needed to fully understand the mechanisms through which digitally supported behavior change interventions operate, particularly for children and families.

 

Objective: The aims of this study were

(1) to explore the Pokémon GO user experience from a family perspective and

(2) to investigate Pokémon GO within the context of family health.

 

Methods: Between January and February 2017, congruent with one of the largest anticipated Pokémon GO updates Gen 2, participants were recruited from parks, word of mouth, and social media to complete a Web-based survey. Participants were surveyed about family characteristics, interest, and experiences playing Pokémon GO and healthy lifestyle beliefs. Using a revised Godin Leisure-Time Exercise Questionnaire, a retrospective pre-post design assessed changes in parent physical activity (PA) before and after playing Pokémon GO.

 

Pokémon GO transcended traditional understanding of digital health and uniquely reached across generations to engage users. Findings from this study highlight that, for a period of time, Pokémon GO fostered social and physical well-being for children and families through a multifaceted approach.

 

 

read the study at https://pediatrics.jmir.org/2018/2/e10679/

 


Via nrip
nrip's curator insight, October 15, 2018 7:49 PM

Mobile Devices, Apps and Gaming can combine to create positive habit forming experiences. These can be manifested to bring about not just greater well being, but also easier to manage care plans for many.

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Pokémon Go Plus delayed to September

Pokémon Go Plus delayed to September | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

When Nintendo revealed that a Pokémon AR game was in the works last September, it also mentioned a companion wearable designed to notify players when they’re close to a Pokémon or a Pokéstop.

 

The Pokémon Go Plus was slated to arrive at the end of this month, but Nintendo has now announced that its launch has been pushed to some time in September. The Bluetooth-based device, which can be pinned to your clothing or strapped on to your wrist, will go on sale for $34.99.


Via Olivier Janin
Olivier Janin's curator insight, August 1, 2016 11:33 AM

Will Pokemon GO be only a passing trend ?

Being involved into the Gaming Industry crossing with Digital Health, here are my 50 cents about Pokemon Go.

I am a casual gamer, regularly playing mobile games and AAA console games.

 

Pokemon Go mixes Geolocalisation and Augmented Reality. It can be categorized as an "Alternate Reality Game". Pokemon Go is not the first mobile game that mix Geolocalisation and Augmented Reality ("AR") (eg. Ghost Busters App in 2012.) But none of its predecessors have reached a so fast growing phenomenon.

We must mention "Ingress" - edited by Google and developed by Niantic Games - that is a great successful game with geoloc but no AR (the Pokemon Go geolocalisation DB is based on Ingress) So what makes the difference ?

 

3 reasons are sustaining Pokemon Go sucess :

  •  the strength of an historical licence makes the App induced Nintendo's nostalgia from our teenagers experiences. Pokemon Go is turning us into Kidults, recovering childish pleasure while the world is convulsed by violence and bad news.
  • the narrative coherence: "catch em all" is the moto of Pokemon universe. This game is purely coherent with the original storyline. Its concept is very clear and compelling to anybody who knows the trading cards or the TV series that have been our life
  • the gameplay itself : free to play, generous, unlimited, social, perfectly using the AR which is quiet new for the mass.

 

Since 2006 and the first Nike-iPod actimeter, I have been using / testing all the Quantified-Self solutions available on the market. None of them was enough gamified to engage me into a strong and durable behavior change.

 

I don't know if Pokemon Go will succeed in making people regularly workout for a long period of time. But what I'm sure of is that Fitbit or Withings should definitely envision to partner with entertainment companies to make their experiences more Playful.

 

That's the EntertRainment vision I follow with my team to deliver App and UX that triggers self-care behaviors.