
Health Points : Health Gamification
Speaking with leading thinkers, designers, researchers and business leaders in gamification & health
Latest episodes

Sep 27, 2023 • 36min
S2E10: Geoffrey Kretz <> Supporting 3 MILLION people to stop smoking with gamification
We’re at episode 10, and joining us is Geoffrey Kretz, co-founder and CEO of the Kwit app, a digital pocket coach based on cognitive Behaviour therapy to support people quit smoking for good, supporting more than 3 million people to date.
He’s an entrepreneur, user experience guru, and development expert who’s previously worked for banks, biotech companies, and everything in between
In this episode, we explore:
How lived experience and a personal motivation to stop smoking led to developing a highly successful gamified health app
The steps to the prescription of medical technology
And yet, the challenges of regulatory approval and future feature development within digital gamified health products

Sep 6, 2023 • 37min
S2E9: Dom Raban <> Xploro - Augmented reality games reducing children’s stress & anxiety
Series 2, Episode 9 is LIVE!
Joining us for episode 9 we have Dom Raban, who is co-founder of Xploro, a unique Digital Therapeutics platform that delivers health information to young patients using augmented reality, artificial intelligence and games. Xploro aims to reduce their stress and anxiety and improve children's clinical outcomes.
He is also Chair of Corporation Pop, a creative and digital agency that specialises in mobile app development and emerging technologies.
In this episode, we explore:
- The importance of human-centred design for Xploro that involves adolescent patients, parents & clinicians to create gamified health services that are fit-for-purpose
- To test, test and test again to check design isn’t just representative of a co-design sample, but representative of the population, geography and cultures any product or service is working to support
- And that it's not just the role of gamified health interventions, it’s also the adaptations of society to support lifestyle change on a grand scale.
https://xploro.health/

Aug 16, 2023 • 45min
S2E8: Matt Omernick <> Creating the world’s first FDA approved, doctor-prescribed video game
Rolling on to episode eight we have with us Matt Omernick, who has over 20 years experience in the games industry.
Matt is Co-founder and Chief Creative Officer at Akili Interactive, the creators of the World's first and only FDA-approved, Doctor-prescribed video game in history, EndeavorRx. Working with leading cognitive neuroscientists, they are developing the World's first truly therapeutic mobile games to treat cognitive illnesses such as ADHD, Depression, Autism, Alzheimer's, and Multiple Sclerosis (MS), as well as a range of additional patient populations.
https://www.endeavorrx.com/
https://www.akiliinteractive.com/
https://tinyurl.com/E8S2-link1
https://tinyurl.com/E8S2-link2
He has a background as Executive Art Director, and Creative Director at studios including DreamWorks, Electronic Arts, @Lucas Arts, and Microsoft. He has worked on over 20 games, including multiple Star Wars and Medal of Honor titles. He has also taught computer graphics at The Academy of Art University, the Art Institute of San Francisco, and Cal State, and authored the book, "Creating the Art of the Game", published in 2004.
Quite in the intro indeed. Get ready for an outstanding Health Points episode on:
'Knocking on doors', following passions (and finding people with diverse interests and passions) to create the foundations of games and health
Gameplay that is so sensitive it can be used as a measurement of cognitive change
With game score improvements that have transferable real-world benefits
The twin Pillars of clinical data and design on the journey to the prescription of gamified digital therapeutics
And the importance of Defining the therapeutic elements or buckets of a game versus the ‘buckets’ that drive engagement and don’t undermine the therapeutic intervention

Aug 2, 2023 • 37min
S2E7: Michiel Van Eunen<>Creating audio adventures for people living with visual impairments
Series 2, Episode 7 is LIVE!
Joining us is Michiel Van Eunan, who is a seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 70 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games that use the immense power of play in the real world. He is a World Experience Organization founding member, was on the Rise Global Top 25 Gamification Guru list, and has spoken many times at Gamification Europe Conference.
In this episode, we talk through:
How kicking in a hotel door to find your students playing Nintendo can be the spark to inspire a career in gamification
Creating create awareness and understanding with audio adventures for people living with visual impairment
The ability for games to raise awareness of dangers in the workplace and minimising occupational mortality

Jul 5, 2023 • 40min
S2E6: Amanda Philpott <>gamifying hearing health with ’eargym’
Series 2, Episode 6 is LIVE!
Joining us for episode 6 we have Amanda Philpott, who is an ex-NHS CEO and population health strategy specialist. She is the CEO and co-founder of eargym after the firsthand experience of unaddressed hearing loss in her family.
In this episode we explore the limited awareness of the importance of checking your hearing and the science of auditory training that can improve hearing capacity by 25% and how eargym is using digital technology and gamification to bridge the gap of awareness and access to self-management to improve hearing capacity.
https://www.eargym.world/

Jun 21, 2023 • 48min
S2E5: Jaime Garcia <>developing serious games for older adults & pregnant women + health gamification research
Series 2, Episode 5 is LIVE!
We have Dr. Jaime Garcia joining us who is a Senior Lecturer in Games Development at the University of Technology Sydney (UTS) with a background in Software Engineering at Neuroscience Research Australia, primarily designing, developing and maintaining fall prevention video games and mobile apps for the Falls Balance Injury Research Centre.
On this episode we explore:
- nostalgia to short-cut onboarding with older adults
- games that can improve and maintain reaction time to reduce the risk of falls and the importance of prototyping
- the art of co-design and recognising the 'subtle signs'
https://profiles.uts.edu.au/Jaime.Garcia/publications

Jun 7, 2023 • 39min
S2E4: Niklas Johannes <> digital devices impact on mental health & attention span + the psychology of play
Here is episode 4 and joining us is Niklas Johannes who has worked in roles as a researcher at the Oxford Internat Internet Institute, where he was part of the research program Adolescent Well-Being in the Digital Age. During his PhD, he focused on the effects of always being connected via our phones on the impact on attention and cognitive control. Niklas is currently working in a fintech start-up.
In this episode, we explore the impact of phones, social media and games on mental health, focus and attention. The relationships between digital devices in the modern world focus and attention and the psychology of play.

May 24, 2023 • 40min
S2E3: Kevyn Eva <> gaming for mental health > delivering emotional support for adolescents and adults
Rolling on to Episode 3 and joining us is Kevyn Eva from the award-winning 'Shadow's Edge'
Shadow's Edge is a mobile game for teenagers and adults to build resilience through journaling and art. Kevyn leads the product design and academic research at Shadow's Edge 'Digging Deep' project.
During Kevyn’s career, she's looked five years into the future with the Atos Scientific Community. At Microsoft, she led the 'New World of Work' initiative in Switzerland. She is consulting with the digital health start-up Dopa vision, which is working to implement games to reduce the advancing of high progression myopia. In addition to working on an app to support mums with knowledge and encouragement to make feeding their babies more fun.
https://www.shadowsedge.com/

May 10, 2023 • 46min
S2E2: Keith Wakeman <> SuperBetter: the power of living gamefully for over 1m players
Joining us for Episode 2 is Keith Wakeman, CEO of SuperBetter.
SuperBetter is regularly listed as the gold standard example of health & wellbeing gamification on the planet, with numerous reviews and the World Economic Forum named SuperBetter as 1 of 14 top innovators globally in youth mental health.
In this episode we talk through SuperBetter's creation by Jane McGonnagal, repurposing of game playing as a framework for mental wellbeing, the role of psychology of gameplay in all aspects of life, leveraging the 'challenge mindset' we naturally take on in games applied to health & wellbeing, plus the innovation, business and pricing strategies in developing a successful gamified health solution. Buckle up. It's quite the episode!
Keith has led the development & launch of over $1 billion of new products in the health, wellness & food industries. As CEO & Co-Founder, he leads the expansion of SuperBetter to address the global mental health crisis among youth and young adults.
SuperBetter is a digital education & mental wellbeing company. They are a global leader in using the psychology of game play to empower people to overcome obstacles & achieve their goals. Over 1 million people have played SuperBetter.
SuperBetter was created by world-renowned game designer Jane McGonigal.
https://superbetter.com/

Apr 26, 2023 • 47min
S2E1: Noah Falstein <> The evolution of video games > health gamification > the most prestigious scientific journal on the planet
Welcome back to Health Points! Here to kick off Series 2, we have Noah Falstein joining us.
Together we explore the evolution of video games through to the foundations of health gamification. Taking health gamification to the front cover of the scientific journal Nature, and the test, fail, learn approach that pioneered the gamification frameworks we see in the industry and education today
Noah has been a professional game developer since 1980 with many hit title credits and was an early hire at LucasArts, 3DO, and Dreamworks Interactive. Most recently he was Google's Chief Game Designer. His freelance design business, The Inspiracy is focused on games for health, specifically neurogaming. The Inspiracy has offered design and production consulting for. Noah also lectures and conducts seminars on game design and development, for both traditional and serious games. Noah is Executive Advisor for Akili Interactive, advising Akili on the development and design of some of their upcoming neurogaming software designed to help with a variety of neurological conditions through gameplay
He has chapters published in six different game industry books, and is working on his own book about game design issues.
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