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Roll on Episode 12!
We’re joined by Joke Veltman, to explore their work and game development for musical and audio training. Joke is a PhD candidate at IQ Health academic center and creator of the Melody Game for Music Training for Cochlear Implant Users. A professional pianist by background, due to a genetic defect, Joke gradually lost her hearing and eventually needed a cochlear implant herself.
In this episode, we explore:
Melody Game - https://musi-ci.com/
Research Publication - https://pubmed.ncbi.nlm.nih.gov/37697865/
We're rolling on to episode 11!
And joining us is Cyrus Nemati!
Founder and Creative Director of Little Bat Games, Cyrus wrote, directed and programmed Vampire Therapist, a fully-voiced narrative comedy game about finding purpose when death isn’t a concern. A BAFTA-nominated game and winner of multiple other awards this year already.
In this episode, we explore:
Show notes:
https://vampiretherapist.com/
Game download: https://store.steampowered.com/app/2481020/Vampire_Therapist/
We've made it to episode 10!
We’re joined by Stephen McPeake
Stephen has been working in the technology industry for 25 years, spending the last 10 focusing on 'Smart Cities' solutions and citizen engagement technology, including the ReportAll app and in the last few years, founding Civic Dollars.
In this episode, we explore:
Show notes:
https://www.civicdollars.com/
Civic Dollars Christmas Tea Dance https://www.youtube.com/watch?v=pbfVRqaQc0U
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.
Show notes:
https://playbionic.org/about-us/
https://pubmed.ncbi.nlm.nih.gov/30503232/
https://games.jmir.org/2017/1/e3/
We’ve arrived at Episode 8!
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.
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/
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.
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/
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:
https://konglomerate.games/
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:
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:
https://www.seamonster.digital/
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