Health Points : Health Gamification

Health Points

Speaking with leading thinkers, designers, researchers and business leaders in gamification & health

  1. 07/16/2025

    S3E9: Cosima Prahm<> Games Improving Outcomes in Pain & Trauma Injuries

    Rolling on to Episode 9! We’re joined by Cosima Prahm Cosima is Director of Centre for Clinical Research at Unfallkrankenhaus Trauma Hospital Berlin and post-doc chariotey, the Medical University of Berlin. She is a clinical neuroscientist with a background of research in plastic and reconstructive surgery relating to extremity reconstruction, prosthetic training, peripheral nerves, phantom limb pain and human machine interfaces. She founded the PlayBionic working group in 2017, which has led to applications for myoelectric signal training, immersive environments for phantom pain relief and more. Winner of multiple awards, including from Games for Change. In this episode we explore: Learning from existing games on the market, and adapting the controls to enable people living with amputations to engage in the gameplay Building on this through listening and co-creating games with patients living with amputations and trauma, which has led to therapeutic benefits of game play. For players in your games who have had traumatic hand injuries, the distraction of the gameplay, means that patients are reducing their pain experience, and importantly, pushing the boundaries of their movement and functional therapy to recover earlier. The importance of making games outrageous and weird to create player desire and interest. The challenges of taking digital games as therapeutics beyond research studies into products and services available in clinical and residential settings – and something, as game designers and implementors, we need to collectively drive forward. Show notes: https://playbionic.org/about-us/ https://pubmed.ncbi.nlm.nih.gov/30503232/ https://games.jmir.org/2017/1/e3/

    36 min
  2. 05/28/2025

    S3E6: Lisa Franke<> Accessible Games for Adolescents = Better Emotional & Mental Health

    We've made it to Episode 6! We’re joined by Lisa Franke, CEO at Maxim VR Lisa has a background in design, marketing, entrepreneurship and social impact. She studied Design in San Francisco about a decade ago and has focused on creating technology that supports a healthier future for young people. Maxim VR was created around a powerful belief: young people deserve mental health support that speaks their language: interactive, engaging, stigma-free, and delivered in the environments where they already feel comfortable. In this episode, we explore: Around three-quarters of people who develop a mental health condition develop it before the age of 18, yet the waiting time to access adolescent mental health services can be months to years. There is a huge importance in providing engaging and fun preventative therapeutics for young people to reduce the rate of poor mental health in adolescent and adult life. Considering elements such as non-verbal communication in a game, to make games accessible, while overcoming the challenges of how to make a virtual companion that is ‘alive’ and ‘responsive’ to adolescents’ players changing emotional needs, to providing a space for players to explore and better understand their personal identify and their full spectrum of emotions. That every mental health journey is unique, so every virtual adventure experience is unique, the importance of personalising the virtual companions and virtual experience in game play, to cater for every individual’s needs. https://www.maxim-vr.com/

    34 min

Ratings & Reviews

5
out of 5
3 Ratings

About

Speaking with leading thinkers, designers, researchers and business leaders in gamification & health