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The black myth of China's video games: how Wukong became a global hit.
China's latest video game, Black Myth: Wukong, has gone viral this week, bringing the classic Chinese tale Journey to the West to audiences worldwide.
On this episode we explore: (1) nostalgia to short-cut onboarding with older adults; (2) games that can improve and maintain reaction time to reduce the risk of falls and the importance of prototyping; and (3) the art of co-design and recognising the 'subtle signs'
THE TAMAGOTCHI AND OUR NEED TO NUTURE
Megsy travels back to a time before smart phones and the internet, to find out some little known facts about a small portable toy that took over our lives. Hatch this episode of Craze now. *Batteries not included.
PRESERVING VIDEO GAME HISTORY
Advances in technology and art require a solid foundation of history in order to improve, progress and innovate. What happens when that history is tied up with copyright restrictions or only exists as an expensive artifact? With video games the highest earning entertainment products, can publishers be forgiven for protecting their investments by deciding what relics from the past we now get to discover, or should these long lost treasures be more accessible?
A GAME TO SUPPORT DEMENTIA DIAGNOSIS
Dementia is a confronting disease, with many barriers to early diagnosis and lengthy diagnostic processes. Researchers are developing new technologies in the hopes of easing that process.
WALKING FOR SUPERPOWERS
A new trial is exploring the use of technology to motivate seniors to exercise, writes SANDY CHEU.
GAMING TO HELP OLDER AUSTRALIANS LEVEL UP THEIR HEALTH
Video games are usually associated with truculent, sedentary youths, but they could be the unlikely answer to helping older Australians get more active.
TRIAL AIMS TO GET SENIORS WALKING TO IMPROVE THEIR GAMING
University of Technology Sydney researchers are exploring a new concept in exergaming where the game and exercise occur separately to encourage physical activity in seniors.
IS IT GAME OVER FOR GAMIFICATION?
Not long ago, gamification was touted as the only way to reach millennials, with proponents arguing that it could be applied to every aspect of work. Since then, cracks have appeared and lessons have been learnt.
LAST ISLAND
An interactive board game with a serious mission – to better understand how human behaviour and the choices we make can impact the transition to a more sustainable future.
HOW A VIDEO GAME IS PREVENTING FALLS IN SENIORS
Every year, 1 in 3 seniors have a fall. For older people, a loss in balance can do serious harm like cause brain injuries, damage to legs, arms or hips or can result in a fear of falling which effects someone's sense of independence and confidence. Step Kinnection is an interactive video game aiming to get those who've experienced a fall back on their feet, and help develop faster response times and ability to make quick decisions to prevent more falls in the future. Hosted by Jake Morcom.
MICROSOFT SURFACE PRO - IGNITE YOUR PASSION
Having a Microsoft Surface Pro, gives Dr Garcia at UTS the ability to work on his interactive video game, on a powerful mobile device.
STEPPING GAME PILOT SHOWS PROMISING RESULTS IN FIGHT AGAINST FALLS.
The team at the mHealth Lab at the University of Technology Sydney (UTS) has developed the StepKinnection game, which is a novel solution that aims to prevent the risk of falling in the elderly.
ELDERLY STEP UP TO AVERT FALLS
A new game, Step Kinnection, is winning converts in Sydney retirement villages as residents employ a competitive spirit to improve their balance, gauge their progress and have a lot of fun "travelling the world".
PHD STUDENT'S SUCCESS AT NATIONAL AWARDS
This is a huge achievement for Jaime, who originally came to Australia from his hometown in Cali, Colombia, to learn English. Not only did he study at TAFE and join a conversational English community to improve his language skills, he also volunteered as a research assistant at UTS.
Stepping up to FALLS PREVENTION
Technology researchers and developers are testing a clinically-based interactive video game for seniors to reduce risk of falls, reports Natasha Egan.