エピソード

  • S3E9: Cosima Prahm<> Games Improving Outcomes in Pain & Trauma Injuries
    2025/07/16

    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/

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    36 分
  • S3E8: Luca Contatto<> Golden Learnings and Wisdoms for Developing 200+ games
    2025/06/25

    We’ve arrived at Episode 8! We’re joined by Luca Contato

    Luca founded Rising Pixel in 2012, and since then, he and his team have created over 200 games with cumulatively millions of plays per week.

    In this episode we explore:

    • Rising Pixel’s learnings from developing over 200 games with millions of plays each week and your insights on the important elements when developing gamified health, educational and accessible games.

    • And for games to be effective, that plays must feel the meaning in the game, and be motivated by a games purpose, and that a good game, is one that has strong channels to reach it’s intended audience of players, because it’s not just about developing the most effective game, it’s having the most visible game to the greater number of players, that delivers the greater impact.

    Show note links:

    https://www.consilium.europa.eu/en/infographics/disability-eu-facts-figures/

    https://www.who.int/publications/i/item/9789240063600

    https://conference.digitaldragons.pl/speakers/luca-contato/

    https://embed-project.eu/

    https://www.risingpixel.com/portfolio/inquisitors-heartbeat/

    https://ian-hamilton.com/blog/

    https://www.youtube.com/watch?v=GHN5v3NJ9ko

    https://gameaccessibilityguidelines.com/basic/

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    41 分
  • S3E7: Sam Liberty<> Game Design on the Global Stage
    2025/06/11

    Roll On Episode 7!

    We’re joined by Sam Liberty

    Sam is a consultant in Applied Game Design and an expert in gamification design for health. Clients include: Click Therapeutics, UNICEF, the International Red Cross, and the World Bank. Sam teaches Game Design at Northeastern University in Boston, and is the former Lead Game Designer at Sidekick Health.

    In this episode, we explore:

    • Games are the secret ingredient in the behaviour change needed to influence positive health activities, positive lifestyle changes.

    • Games are cultural and contextually relative. And thinking of global health, co-design must be integrated into serious game design for regional and local populations' cultural, linguistic, contextual and digital accessibility needs.

    • A key importance is game design; understanding the population you're designing a game for, and the behaviour you’re aiming to create. Because pretty games and fun games, don’t necessarily result in behaviour changes or any positive changes in health.

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    33 分
  • S3E6: Lisa Franke<> Accessible Games for Adolescents = Better Emotional & Mental Health
    2025/05/28

    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/

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    34 分
  • S3E5: Jamie Bankhead<> Game Changing Policy
    2025/05/14

    Roll on Episode 5!

    We’re joined by Jamie Bankhead, CEO at Konglomerate Games!

    Konglomerate Games is a video games company specialising in healthcare and other serious games development. They started with the project Cape Breeze, designed to encourage children with cystic fibrosis to do their daily physiotherapy routines, and in the last few years have expanded into other areas of health care and education.

    In this episode, we explore:

    • Creating games for policy makers to explore scenarios of how town planning can influence eating habits, leading to real-world changes in policy and town design
    • Working backwards from the problem, creating game mechanics through each step required for each goal.... so every player can solve the core problem that inspired the game design
    • The importance of collaboration, to enable dynamic game player, resulting in all players at all levels being able to play on a level playing field.... where creating communities through games maximises motivation and regular game player, leading to real-world and real-life impact.

    https://konglomerate.games/

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    34 分
  • S3E4: Dr. Jacqui Nortje <> Reaching 700k people through Vitality Health’s ‘Active Rewards’
    2025/04/16

    Roll on Episode 4!

    We’re joined by Dr. Jacqui Nortje to explore her work and game development at Discovery and Vitality Health.

    Jacqui plunged into the world of behavioural science in 2015, where her fascination with gamification took off. What started as a spark of curiosity became a full-blown passion, leading her to pursue a PhD at Wits Business School on the Effects of goal framing in Gamification.

    In this episode, we explore:

    • Vitality Health’s ‘Active Rewards’ programme, and the development Process, learnings and impact of the programme over the last 10 years to over 700,000 people.
    • That variety IS the spice of life, and the spice OF game mechanics; using data science to create more options and tailoring of game mechanics, rather than just adding more incentives.
    • And with such a range of player types, the importance of ‘personalised gamification’ to engage both the ‘Ultra active’ rewards players to the players who are moving from inactive to active for the first time in possibly many years.
    • And the balance of intrinsic and extrinsic motivation, setting a Good Goal and some of the ethics and morals of gamification….... and potential unintended consequences of gamification and behavioural science.
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    47 分
  • S3E3: Dr. Amy Duncan <> Making Players the Hero of their Journey in Therapeutic Games
    2025/04/02

    We’re already at Episode 3!

    In this episode, we’re joined by Dr. Amy Duncan to explore her work and game development at Sea Monster Impact Games Studio.

    Amy has a PhD in Neuropsychology and is a registered Neuropsychologist with a strong background in education and academia. She is hugely passionate about using games to drive learning and behaviour change at scale to create a positive impact in the world.

    In this episode, we explore:

    • Having the intuition to lead you to knocking on a game studio's CEO's door because you’re so passionate about serious & impactful games
    • Creating Human-centered and user-centered and designing games where players become their heroes in their own journey, as a framework for translating gameplay into new knowledge and new real-world behaviors.
    • The therapeutic experience of games, connecting with mind, body, environment and music with examples like ‘the last my-stro’ supporting people with PTSD.

    https://www.seamonster.digital/

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    45 分
  • S3E2: Sam Knowles <> Story Telling and non-Digital Games Influencing Patient-Centered Drug Development Decision Making
    2025/03/19

    Roll on episode 2!

    In this episode we’re joined by Sam Knowles to explore his work with Novartis is developing games to encourage staff to think through the many facets involved in pharmaceutical drug research, development and delivery from patient and stakeholder perspectives.

    Sam is the Chief Data Storyteller at Insight Agents and the author of the Using Data Better trilogy of books “Narrative by Numbers”, “How to be Insightful” and “Asking Smarter Questions”.

    Sam is also an Advisory Council Member for the Harvard

    Business Review, is Vice President of Brighton Chamber of Commerce and to finish off this list, and Sam is the host of the Podcast ‘Data Malarkey’

    In this episode we explore:

    • The games Sam created with Novartis to provide professionals with a fun way to explore the options for patient-focused drug design and delivery, rather than following the industry default of another ‘patient involvement panel’.
    • The value of ‘physicality’ in non-digital, analogue games to create in-person connections and conversations. How a game can provide a safe space for teams to consider a number of different and sometimes difficult scenarios that professionals working in patient engagement face.
    • And, the importance of storytelling in games, as data-driven decision-making is challenging, as we make decisions emotionally, because we take cognitive shortcuts, and people remember stories more than statistics; Telling people facts isn’t enough, but through good storytelling in games, this is the potential that can motivate people to change thinking, decision and ultimately behaviours

    https://insightagents.co.uk/meet-the-agents/

    https://insightagents.co.uk/data-malarkey-podcast/

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    46 分