Gamification means to offer enjoyment and increase voluntary participation by including factors such as amusement, reward, and competition into the fields that is not related to games. The applicability of games can be unlimited, as it can be applied to education, and also create a marketing effect by promoting customer’s engagement. Gamification is currently being applied in the healthcare area, aiding patients and users to remain healthy.
NEOFECT, adding fun and joy to rehabilitation through games.
The aftereffects of stroke patients are difficulties in basic movement and expressions. Walking, talking, wearing clothes, opening a door, watering pots, and going out to the market all become difficult tasks to them. Rehabilitation training is an indispensable process that ultimately enhances the quality of life by allowing patients to perform their daily activities independently and walk.
However, analog rehabilitation equipment prevail in modern days, and patients may feel boredom with the iterative process, causing the loss of interest to rehabilitate.
NEOFECT has introduced gamification into rehabilitation training in order to solve the following problems. Rehabilitation training has transformed into a game adding fun to the training itself. The patients can conduct rehabilitation by enjoying multiple games with the RAPAEL Smart Rehabilitation Solution. For example, the game contents of RAPAEL Smart Glove are designed to help rehabilitate each part of the body, such as one’s hands, fingers, and forearms by performing actions of squeezing juice, pouring wine, and flipping books.
Additionally, patients can also purchase the RAPAEL Rehabilitation Solution and rehabilitate while playing games every day at home. Algorithm analyze the patient’s data and offer training schedules tailored to the patient's condition, RAPAEL's algorithm identifies the patient's condition, suggests personalized training, and adjusts game difficulty accordingly. After the training game is over, based on the survey, recommendations are provided to try out for other training games suited to the individual's tendency and taste. The one session of training is consisted of 30 minutes, just like the rehabilitation environment in a hospital.
Hoyoung Ban, CEO of NEOFECT says "RAPAEL Rehabilitation games are developed clinically with professional therapists." He added "By playing games, patient’s neuroplasticity can be increased because hearing and seeing occurs at the same time. This helps to restore movements by re-establishing the connection of brain cells."
RAPAEL Smart Glove won the CES 2017 Innovation Award, AARP 2017 Innovation Champion Award, Popular science 2017 'Best of what's new award'.
"Mango Health app," alarming the time to take medicine and rewarding when fulfilled
Mango Health Apps promote a healthy lifestyle. The App is designed to alarm users to consume their medications, vitamins, etc., prescribed at the hospital on time. If the user takes the pills according to the alarm, he earns points, and receive gift cards afterward or even donate to a charity organization through the user’s name. Because there is a reward for one's accomplishment, users can continuously carry their actions to uphold their endeavors.
Not only does this app provide alarm effects, but it also offers information about foods and drinks related to medicines etc,. Users can record and manage their weight, blood pressure, etc,. with the Mango Health app.
Diagnosing Alzheimer Through Game ‘Project Evo’
Now, doctors are able to prescribe FDA approved video games for people with ADHD (Attention Deficit Hyperactivity Disorder). The startup business in the United States, called Akili, is developing a game called Evo, which has already completed eight clinical tests for ADHD, autism and depression.
Through clinical studies with Pfizer, an American pharmaceutical company, EVO has proven that it can diagnose dementia. As a result, the ability to treat ADHD children in methods other than medicine may not be too far away.
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