Health & Wellbeing Day
22nd March 2022
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
10.10 to 11.00
Gamification vs Social Influence: Which Makes Health Behavior Changes Last Longer?
Is gamification the same as social influence? Are there significant similarities or differences? What social sciences have to say about both? Which of them can make health behavior changes last longer and why? How can we use them to facilitate desired changes towards healthy lifestyles and an overall societal wellbeing? What role plays technology in amplifying the impact of social influence and gamification? How digital innovations can help sustaining behavior change and achieve hyper-performance? What to expect from a smooth integration of human and artificial intelligences? How all of this is related to behavioral economics, nudging, persuasive technology, and other fancy labels? If you are curious, then see you soon!
Prof. Agnis Stibe
4x TEDx speaker, MIT alum, YouTube creator. Globally recognized corporate consultant and scientific advisor at AgnisStibe.com. Provides a science-driven STIBE method and practical tools for hyper-performance. Academic Director on Artificial Intelligence and Professor of Transformation at EM Normandie Business School. Paris Lead of Silicon Valley founded Transformative Technology community. At the renowned Massachusetts Institute of Technology, he established research on persuasive cities for sustainable wellbeing. His change method is helping millions to gain confidence and build resilience against everyday circumstances. It will help you achieving stressless hyper-performance at work and certainty in life. Within this vision, business acceleration and societal wellbeing can be achieved through purposefully designed innovations that successfully blend technological advancements with human nature.
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.
Edinburgh Business School
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.
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
Psychologist and Founder
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
COMFORT BREAK FROM 15.00 to 15.15
Stand up, move around, grab a coffee and a snack and come back refreshed
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 18.00 EVENT PLATFORM STAYS OPEN FOR ATTENDEE NETWORKING
Your last chance of the day to visit the sponsors, have a quick chat with each other, share your contact details and then start unwinding from today's event.
With gratitude to our 2022 sponsors
Gamehill - Gamified Learning Platform. Engaging employees and students since 2015. They are winners of Outstanding Gamification Award as well as Best international implementation of Gamified learning solution form London's LTA. With experience from many corporate clients including Deloitte, Orange, Skanska and Deutsche Bank they are now branching out to the higher education sector. Their recent addition of Adaptive learning module could be a game changer!
Infinite Gamification: motivate your team until the end of time
The book Infinite Gamification by Toby Beresford tells us how to create sustainable scoring programs to influence behaviour at work and at play. It is aimed at leaders working on small or larger programs and is a practical guide to the methods and pitfalls involved.
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
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