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Our Method

The future of health is digital and personalised.

Learn here how Game Doctor research and analytics helps people make better choices about healthcare. 

Behavioural data from game analytics

Gaming behaviour is an innovative way to understand how different demographics respond to different situations and challenges. 

To measure behaviour change, we create 'player profiles' for our audiences, which combine gaming data with external data to tell unique stories.

 

 

Game Doctor data also lends itself to be extended by your in-house data science, to benefit from a broader perspective without sharing regulated data externally

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"Using game analytics for research in psychology, especially in behaviour change has given me a completely new and unique perspective on the research possibilities. Being able to see how my participants act within in the game has enabled me to draw conclusion on their behaviour in the real world"

"

Dr Pamela Rackow, Lecturer in Psychology

Our Data

Remedy Quest game was used to improve young peoples' skills in preventing spread of coronavirus. 

Player profiles over 30 day period (right) showed improved skills in virus prevention by measuring "number of COVID defeated" and "number of positive behaviours" per day for each player.

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Data From our Latest Game --> Remedy Quest

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Measurements

In-Game

We provide interactive environments (games)which simulate real-life health challenges.

Our environments allow users to experience health challenges virtually, with game analytics used to measure their responses. 

Data (left) shows how Remedy Quest was used to measure young peoples' responses to coronavirus pandemic.

COVID-19 has accelerated the

need for digital health solutions.

Evidence-based research

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Our method is validated by research in gamification and behaviour change psychology.

Game Doctor also participate and feature in scholarly research in health gamification and behaviour change.

 

By advancing gamification research, we can develop better solutions for our partners and customers.
 

Oxford Research with Nintendo finds link between mental health and playing Animal Crossing as published by The Guardian ->