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Health games platforms mature in preparation for mainstream adoption

Business models and sustainability will drive success in the health games space.

SPARX_screenshot

SPARX, a behavioral therapy game for youths,
combines a fantasy setting with skills for life.

For the past several years, researchers have strived to create compelling games that improve behavior, reduce stress, or teach healthy responses to difficult life situations. Such healthy games tend to arise in research settings because of the need to demonstrate clinically that the games are effective. I have covered such efforts in my postings from the Games for Health conference in 2012 and 2013.

These efforts have born fruit, and clinical trials have shown the value of many such games. Ben Sawyer, who founded the Games for Health conference more than 10 years ago, is watching all the pieces fall into place for the widespread adoption of games. Business plans, platforms, and the general environment for the acceptance of games (and other health-related apps) are coming together.

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