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S2E8: Matt Omernick <> Creating the world’s first FDA approved, doctor-prescribed video game

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Manage episode 374421317 series 2943583
Inhalt bereitgestellt von Health Points. Alle Podcast-Inhalte, einschließlich Episoden, Grafiken und Podcast-Beschreibungen, werden direkt von Health Points oder seinem Podcast-Plattformpartner hochgeladen und bereitgestellt. Wenn Sie glauben, dass jemand Ihr urheberrechtlich geschütztes Werk ohne Ihre Erlaubnis nutzt, können Sie dem hier beschriebenen Verfahren folgen https://de.player.fm/legal.

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

  continue reading

37 Episoden

Artwork
iconTeilen
 
Manage episode 374421317 series 2943583
Inhalt bereitgestellt von Health Points. Alle Podcast-Inhalte, einschließlich Episoden, Grafiken und Podcast-Beschreibungen, werden direkt von Health Points oder seinem Podcast-Plattformpartner hochgeladen und bereitgestellt. Wenn Sie glauben, dass jemand Ihr urheberrechtlich geschütztes Werk ohne Ihre Erlaubnis nutzt, können Sie dem hier beschriebenen Verfahren folgen https://de.player.fm/legal.

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

  continue reading

37 Episoden

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