Top Ten Gamified Healthcare Games that will extend your Life

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Healthcare Games Improve Lives

Technology is changing the face of healthcare as we know it. The typical habit of only going to a doctor when you have an issue is slowly fading. The medical field is now moving towards preventative care, and for good reason: according to the Partnership for Prevention, over 100,000 lives could be saved in the U.S. every year if the gaps in just 5 preventative health services were closed. Preventative healthcare improves general well-being and can save lives by catching a disease or condition before it’s too late.

And Gamification is making services more accessible, fun, and impactful through preventative healthcare games.

It’s no surprise that positively changing daily behaviors can help prevent disease and disorders. Eating healthier foods, maintaining an exercise routine, and remembering to complete a prescription medication regiment can ensure you enjoy a long, healthy life. While we intend to remain on top of these things, the reality is that most of us are likely to fall short of staying consistent with these habits. However, with the help of gamified tools and platforms, healthy regular activities can be fun and easier to maintain.

Here are 10 amazing companies that are changing and (even saving) lives through preventative healthcare games.

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Gamification Analysis: How Snapchat Launched Spectacles

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This article is written by Contributing Writer Erik van Mechelen along with Yu-kai Chou.

Making moves

Snap Inc. is making moves.

First, it built a cool mobile-only camera and messaging app with millions of engaged users. Snaps are ephemeral and the app opens on the camera.

The founders famously turned down a $3-billion offer from Facebook.

Snap Inc. continued improving the Snapchat product and attracting new users, rising to the most-used teen app in 2016 and making big dents in the over-35 age demo, too. They want to change the way we think about cameras and storytelling.

What’s next for them?

The short answer is Spectacles, a pair of Snapchat glasses, a foray into territory where Google Glass seemed to fail and where others like Vue aren’t quite making it yet.

In this article, I’ll use Octalysis glasses to investigate the Spectacles launch and speculate on Snap Inc.’s future plans for augmented reality.

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Creating Habit-Forming and Habit-Defeating Products: Pavlok and Moti

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This article was written by Erik van Mechelen with input from Yu-kai Chou and Jun Loayza. 

Attention and time are arguably the two most important resources we have. Wearables are a growing trend in behavior change technology. If designed appropriately, they stand a chance at helping us drop bad habits and spend more attention and time on good habits. As we’ll see in this article, non-wearables are also on the rise.

I’ll be comparing two habit-related products: Pavlok focuses on breaking bad habits, while Moti’s main idea is to form good habits.

Pavlok came on the market to criticism, but has added new functionality since its Indigogo launch in 2015, with more to come soon. Moti is a new product, currently in its last couple weeks of the Kickstarter.

As always, I’ll use the 8 Core Drives of Octalysis to see how these products are designed to affect our underlying behavior, our motivations themselves.

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5 Gamification Examples Changing the World of Learning

Why Epic Meaning and Calling Matters in Learning

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This article was written by Contributing Writer Erik van Mechelen with input from Yu-kai Chou and Jun Loayza. 

It’s easy to get behind products, projects, and people that are changing the world of learning. Previously, Yu-kai wrote about contemporary social gamification examples. This article will continue the ongoing discussion as it seems likely for human-focused design (and gamification) to continue driving world-changing products, projects, and people for some time to come.

Today’s examples will focus on knowledge and learning. Because education is a major part of maintaining and improving culture, these products and services have the potential to change the world.

Since products like Wikipedia, Quora, Edudemy, Skillshare, and Coursera are very well known, we won’t focus on them for this article. Instead, we’ll take a look at some products and services you might not have noticed (or that have made big strides).

As we move forward, consider the 8 Core Drives of Octalysis and this previous article by Yu-kai about intrinsic/extrinsic motivation in education. Recognize that in the first place, each of the following examples plays on Core Drive 1: Epic Meaning & Calling.

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Octalysis – complete Gamification framework

This post is a high-level introduction to Octalysis, the Gamification Framework I created after more than 10 years of Gamification research and study. Within a year of publication, Octalysis was organically translated into 9 languages and became required literature in Gamfication instruction worldwide.

Click the “Continue reading –>” link below to learn about Octalysis.

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