Health & Wellbeing Day


22nd March 2022


Headline sponsor

03
Days
00
Hours
37
Minutes
07
Seconds

Schedule

The Health & Wellbeing day is designed to showcase what works (or doesn’t!) in gamification of health, to discover the latest thinking and thus lead to designing better and more effective gamified health & wellbeing solutions.

Our amazing list of sessions for 2021 Health & Wellbeing Day [Online]:


EVENT RUNS FROM 10AM TO 5PM

All times are uTC (UK time)

10.00 to 10.10

INTRO BY THE CHAIR

Welcome to the Health & Wellbeing Day. Over the past two years this is a sector where the use of gamification has increased massively. Today we'll be hearing about gamification best practices and case studies from both physical and mental health perspectives. I hope the knowledge we share today can have a massive impact on future health projects and the sheer number of people we can positively impact through the use of gamification techniques.

Pete Jenkins

CEO

Gamification+ Ltd

Bio

Pete Jenkins is an international authority on gamification, a lifelong gamer, successful entrepreneur and a lecturer. As CEO of Gamification+ Ltd he mentors and trains companies world-wide on the use of gamification to solve business challenges. Gamification+ won the Board of Trade Award from the UK’s Department of International Trade in January 2019. Pete Jenkins is an international speaker, adviser and trainer in Gamification. Pete took the number one spot on the “Gamification Gurus Power 100” in February 2016.


10.10 to 11.00

Gamified Health Systems: How to Actually Have Fun Living a Healthy Lifestyle

Gamification has been frequently used to help users reach their goals, turn unpleasant tasks into fun ones or to increase the user experience. Thus, it has great potential to contribute to private and public health, e.g. by motivating users to do more sports, to eat more healthily or to help them follow hygiene guidelines. However, research has found that gamification does not always lead to beneficial outcomes and is not always fun for everyone. This talk will shed light on how gamification increases motivation and which factors should be considered to design gamified health systems. To do so, the implementation of several gamified artefacts and the results of empirical investigations will be presented and discussed.

Maximilian Altmeyer

Doctoral Researcher

German Research Center for Artificial Intelligence

Bio

Maximilian Altmeyer is a doctoral researcher in the area of gamification and persuasive technology at the German Research Center for Artificial Intelligence. He holds a M.Sc in Media Informatics from Saarland University. In his research, he focuses on understanding which factors have an impact on motivation and how this knowledge can be leveraged to adapt behavior change support systems. To this end, he combines personal factors, by utilizing methods from user modeling, and situational factors by identifying and representing a users’ context, to tailor gamified, persuasive systems to the user and thereby increase user motivation and the outcomes of such systems. He published several papers at top conferences such as CHI and CHI Play on the effectiveness of gamified persuasive systems, of which a majority were situated in the health domain.


11.00 to 11.30

Networking session

Chat in small groups, cameras on if possible, and meet your fellow attendees, speakers and sponsors.


COMFORT BREAK FROM 11.30 to 11.45

Stand up, move around, grab a coffee and a snack and come back refreshed


11.45 to 12.30

project in Brazil looking at fake news and the pandemic through D&D role play game

In Brazil, a country of 210 million people, a quarter of the population lives below the poverty line. Deprived areas and peripheries in large cities have been disproportionally hit by the effects of the pandemic. These areas have seen fewer efforts to increase awareness about the pandemic risks compared with higher income districts, as well as limited access to specialized care in hospitals. As a result, the average death rate in poor areas is significantly higher. Additionally, local efforts to mitigate the impact of COVID-19 are hindered by fake news. Critical thinking is an effective method to combat misinformation, however most conventional methods of teaching critical thinking make assumptions about knowledge base and levels of education. A game-based approach can play the role of a more intuitive mean to encourage the practise of critical thinking skills. For this project, we have created a role play game with Brazilian heroes embarking on a quest to save the forest from a mysterious blight. To combat misinterpretation and rumour spreading, the players have to describe and interpret the information they have, and sort out inconsistencies between different sources.

Agnessa Spanellis

Programme Director

Edinburgh Business School

Bio

Agnessa is Assistant Professor at Heriot-Watt University in Scotland with a research focus on how gamification can be used to support sustainable development and facilitate sustainable behaviour. She has a PhD in Management Science and teaches systems thinking and contemporary business technology. She coordinates a Gaming research group and leads research on gamification for sustainable behaviour at the Centre for Logistics and Sustainability at Heriot-Watt.


12.30 to 13.00

Level up your life using the Game-based Learning Design Wheel and the Ylluster Collective

You might feel like you’re failing at life itself, despite being able to blame a certain pandemic. That’s all right, we’ve all been there. However, there might just be a way out. That’s what the Collective is for.

The Ylluster Collective has been able to help their members, Agents, in setting and reaching sustainable goals using the infamous toolkit of the secret organisation. The extra potential that is unlocked after taking the entrance Exam is truly a magnificent sight for sore eyes. Not only have the newly ordained members of the Collective set a proper and exciting goal, but they also have an actionable plan to reach that goal, more insight in the valuable people in their network, successfully composed their secret identity and returned the final exam to the Committee. They have had the hard task of deciding whether the aspiring Agent is considered fit for the job.

The Committee has decided that attendees of Gamification Europe have an at least 17% higher chance of reaching that higher potential, so we decided to host a workshop to help to along. We will send our best intern to help you fill out your exam during a workshop. He’s a good lad, he’s been an unpaid intern for several years now. Apparently, he also founded the whole thing. Well, that’s on him.

During the workshop, you will learn how and why Ylluster came to be, and what it’s goals are in the long run. We will fill out one of the assignments together and review and discuss this assignment afterwards. Moreover, there will also be time for some light networking amongst ourselves. Who knows, you might even find a new partner in crime to make glorious things happen.

Stop considering and join the Collective today.

René Dijk

Experience Designer

Living Story

Bio

René Dijk is a storyteller, experience designer and escaperoom designer at serious game studio Living Story (NL). After graduating from the Utrecht School of Arts in Art and Economics, he immediately returned there as guest lecturer in game-based learning. Besides that, he has continued to develop the gamified self-help toolkit Ylluster and has worked on at least a dozen different game designs, varying from live-action murder weekends in different castles to voice activated interactive podcasts and jigsaw escaperooms. Besides being the Founder of Ylluster, he is also the Eternal Intern, learning more about gamification and self-care on a daily basis.


NETWORKING LUNCH FROM 13.00 to 14.00

Stand up, move around, grab a drink and some lunch. maybe eat your lunch while chatting with a colleague or a new friend


14.00 to 14.20

How Gamification Turned Out To Be The Key To Mental Health

Psychologist Silja Litvin shares her journey of developing eQuoo, the Emotional Fitness Game Equoo Game – Conquer Anxiety with eQuoo

Silja Litvin

Psychologist and Founder

PsycApps

Bio

Silja Litvin, CEO and founder of PsycApps, Ph.D. candidate and honorary Research Associate at UCL in London, is a psychologist with 2 years of experience providing counseling and therapy, including in the NHS NELFT mood and eating disorder division. Her specialty is in psychology (depression and anxiety) as well as systemic psychology, the science of relationships. Silja has multiple articles published in peer-reviewed journals and two evidence-based mobile mental health applications making her one of the UK’s leaders in mobile mental health. Due to her rather unusual career of modeling for 17 years, Silja has a unique approach to both the commercial and academic aspect of her products as well as years of self-dependent working experience


14.20 to 14.40

The vanishing of Iris - The Gamification of ‘becoming blind’

Worldwide, 2.2 billion people live with a vision impairment. In the Netherlands, this number is ‘just’ 300.000. Still a large group, that is ‘overlooked’ in may ways in our society. How is it to lose your sight? What do you come across in every-day life? What are you surprises you and what is really frustrating?

To create awareness and support for a more inclusive society when it comes to people with an eye condition, we developed a unique experience; The Eyepodcast.
The Eyepodcast is an immersive interactive podcast. Imagine a Netflix-series, consisting of 6 episodes of about 45 minutes, one being released every week. It’s an thrilling Dan Brown-like adventure about the 30 year old Phil, who has to find his aunt - Iris- , who is missing. In the three days he is given to find her, he gradually loses his eyesight…

Now, instead of Netflix however, you use an app; The Eyepodcast app. And instead of watching, you will be listening. And instead of being passive, you are the main character. During each episode, you actually control Phil and talk to other characters by speaking to the app. You make irreversible decisions, that take you on a your unique path: the people you talk to, the items you pick up, the ways you travel…

In this Lightning Talk, Michiel will tell you about how they made the podcast (immersing themselves in the being blind, creating branching storylines, working with 40 voice actors and working around Spotify, Apple and Google Podcast).

Michiel van Eunen

Experience Designer

Living Story

Bio

Seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 75 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games where the immense power of play impacts the real world.

 
As a speaker, Michiel loves to share his experience as gamification designer; the good the bad and the ugly. His favourite subjects are: experience design, building escape rooms and the ‘game-based-learning-design-wheel’ they developed at Living Story.


14.40 to 15.00

It takes two to Tango – how co-designed games lead to improved patient experiences and better outcomes

The presentation will outline the importance of including patients in the design phase of a digital game based health solution to motivate them to adherence and how a successful outcome can only be the result of a multidisciplinary team.

Lucia Pannese

CEO

imaginary s.r.l.

Bio

Lucia Pannese is a passionate entrepreneur who established one of Europe’s leading and pioneering serious games companies, Milan-based imaginary, in 2004. With her background in mathematics and a very creative, multicultural mind, she acts as both CEO and Research Director and has published numerous international articles and papers.

 
Her company, Imaginary, is recognized internationally for its pioneering and innovative work, playing a key role in European Research. Since its foundation, imaginary has won and delivered a remarkable >30 European funded research projects and has received 14 awards for their work.


COMFORT BREAK FROM 15.00 to 15.15

Stand up, move around, grab a coffee and a snack and come back refreshed


15.15 to 15.50

The Super Sleeper Game and How to Keep Up Healthy Habits by Turning Them into Fun Games

At the end of 2020, Victoria discovered that she was in a deficit of more than 40 hours of sleep within only half a year. She decided to turn her sleeping habit into a fun and epic game. The Super Sleeper game was born. Now, a year later, Victoria is far in the black, collecting surplus hours of sleep. She collects cool titles, uses fun jokers to help her stay on the streak, gathers gemstones and treasure chests with a whole collection of these gems. Victoria continues observing herself as a player. In her role as the game’s designer, she adjusts its design to excite and engage the player, herself, in this and other healthy habits games.

Victoria will share the Super Sleeper game and the tools she uses to develop this and other habit games for herself.

You will practice the skill sets involving these tools during this interactive session by answering questions, participating in polls, and doing fun exercises. And with this, you will start your career of being your best self-motivational game designer and player.

Victoria Ichizli-Bartels

Author & Consultant

Optimist Writer

Bio

Victoria Ichizli-Bartels is the author of twenty-two books, a top writer of more than two hundred and eighty articles on Medium, an instructor of two online courses, and a consultant with a background in semiconductor physics, electronic engineering (with a Ph.D.), information technology, and business development. Eleven of Victoria’s books and most of her articles on Medium are on the art of turning life into fun games. While being a non-gamer, Victoria came up with the term Self-Gamification, a gameful and playful self-help approach bringing anthropology, kaizen, and gamification-based methods together to increase the quality of life. She approaches all areas of her life this way. Due to the fun she has while turning everything in her life into games, she intends never to stop designing and playing them.


15.50 to 16.50

PANEL SESSION: The ethics of health gamification
(& LIVE RECORDING OF HEALTH POINTS PODCAST)

This panel session will look at the ethics of health gamification:
1) addictiveness of health games
2) are games diminishing people's internal locus of control / innate motivation for self-care
3) are there some key ethical game design principles we need to follow

Chair: Ben Wilkins

CEO

Good Boost

Bio

CEO of Good Boost (social enterprise developing AI technology for older adult joint health and wellbeing that applied gamification principles for engagement and motivation).

MSK Clinical Champion, Versus Arthritis (UK's leading charity in Arthritis and MSK research).
Winston Churchill Fellow (research project is gamification for older adult MSK exercise),
Fellow, Royal Society of Art.
Lead, MSK Expert Group, World Health Innovate Summit.
MSc, Musculoskeletal Science, University of Oxford,
M.Ost, Master of Osteopathy, Oxford Brookes University.
Registered Osteopath.

Victoria Ichizli-Bartels

Author & Consultant

Optimist Writer

Bio

Victoria Ichizli-Bartels is the author of twenty-two books, a top writer of more than two hundred and eighty articles on Medium, an instructor of two online courses, and a consultant with a background in semiconductor physics, electronic engineering (with a Ph.D.), information technology, and business development. Eleven of Victoria’s books and most of her articles on Medium are on the art of turning life into fun games. While being a non-gamer, Victoria came up with the term Self-Gamification, a gameful and playful self-help approach bringing anthropology, kaizen, and gamification-based methods together to increase the quality of life. She approaches all areas of her life this way. Due to the fun she has while turning everything in her life into games, she intends never to stop designing and playing them.

Melis Abacioglu

Founder and CEO

Wellbees

Bio

A founding partner at Wellbees - Digital Corporate Wellbeing Solutions, Melis helps companies optimize the wellbeing of their employees. This leads to a happier, more productive workplace, and long-term employment relationships due to the increased levels of wellbeing and life satisfaction everyone feels as a result.

To some in the workplace, wellbeing seems like a nicety, not an essential. We believe that wellbeing is the key to productivity, positive company culture, and long-term employment relationships. It is no longer enough to simply offer employees a “job”. Today’s talent want more from life than simply a paycheck.

Wellbees - Digital Corporate Wellbeing Solutions is used by employees to gauge their level of wellbeing in 8 areas of life. Based on their answers, they are given a learning and positive habit-forming journey to assist them in increasing their wellbeing in these 8 areas.

Studying for the past 6 years with Stanford professor and habit-forming expert, BJ Fogg, has given Melis the insight and expertise into positive habit formation to contribute to a wellbeing tool that changes lives for the better, permanently. Her goal in life is to create a future where people can realize their potential by being caring to each other.

Oliver Korn

Full Professor

Offenburg University

Bio

I am a full professor for Human Computer Interaction (HCI) at Offenburg University, Germany. I am also founder and director of both the Affective & Cognitive Institute and the OGF-Lab for Start-ups. In 2007, co-founded the software company KORION and continue my work there as an strategic advisor.

My research areas are:
- context-aware systems
- assistive technologies
- emotions in HCI (affective computing)
- gaming & gamification

I am interested in studies on user experience (UX), especially with new forms of HCI like natural interaction and emotion recognition. The overall vision is to enrich our environments by intuitive interfaces and "intelligent" assistive systems, which adapt to the users and the context. These environments can be enhanced even further by the implementation of game-like reward structures (gamification) to generate a flow experience, especially in work and learning contexts.


WRAP UP FROM 16.50 to 17.00

Our Chair for the day will take a moment to reflect on the talks and sessions you have all experienced.


17.00 to 18.15

Bonus: End of Day Party with Cozy Juicy Real

Come play a game to wrap up a great day!

A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

Jed and Sophia Lazar

Founders

Cozy Juicy Real

Bio

Jed and Sophia are group facilitators, coaches, board game designers and the creators of Cozy Juicy Real. More importantly, they’re two people who believe in the power of great conversation to bring us all a little closer. Favorite coffee treat? Frappuccinos with silky soy milk and a pump of something sweet.


With gratitude to our 2022 sponsors

HEADLINE SPONSORS

Health Points Podcast
Putting leading researchers, designers, thinkers and business leaders behind the mic to talk all things Health Gamification:
Pioneering thoughts and learnings
What works in gamification of health
Designing better gamified health & wellbeing solutions

SPONSORS

Cozy Juicy Real
A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

SUPPORTERS

What is Gamification Europe?

Gamification Europe is a 5 day conference that can give you all the necessary tools to use gamification in your organisations. Exceptional speakers online make sure you get everything you need to go back to work and harness the power of games. 

Organised by GAMIFICATION+


“So inspiring and fun to have been part of the Gamification Europe conference in Berlin. We learned, mingled and laughed a lot during the hectic days. Perfectly organized and located! We went back home full of ideas and energy” 

Karin & Mikael Berggren, MMD Games


Testimonials

Awesome event with lots and lots of stuff to learn and discuss. See you next year - Adam Pusztai

Thanks Vasilis and Pete for organising this amazing event! It was a great success and a pleasure to be part of! Couldn't thank you enough! - Sabrina Bruehwiler

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