Using wearable devices to game the health and wellness market
summary
Company claims wearable sensor data (steps, activity intensity, sitting bouts) drives levels in a real runner game called BitRun runner that punishes prolonged sitting with harder obstacles and rewards steps/activity with points and collectibles. A second product is a medication-management game sold by subscription to NHS/Department of Health; development uses Unity and in‑house analytics. Early trials show strong engagement in user tests, clinical trials run under ethical approval, revenue covers development, and initial mistakes (behavior over fun, retention assumptions) are being fixed.
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chapters (9)
- 0:00Health tech and wearables
- 3:16Raw wearable data problems
- 5:46Games for health behavior
- 8:53Game dev mistakes learned
- 11:20Cross-disciplinary team building
- 13:07Clinical trials and NHS validation
- 15:14Health games market potential
- 16:562030 personalized medicine
- 17:39Q&A on mental health monetization
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