Life-Quest
ICT & Game Design and Technology
Client company:TweeKracht
Yunuz Yunuz
Heather Puts
Sam Flanegin
Tim Lange
Daan Reisen
Joery Gerven
Project description
"Design a mobile game to motivate users to repeatedly do given excercises, in an attractive and effective manner."
TweeKracht wants to make mental health accessible.
Last year 26% of all Dutch adults had mental issues, and 48% of all Dutch adults had metal problems in their lives (Trimbos Institute)
Last year 80,000 Dutch people were on waiting list for treatment (Dutch Ministry of Health)
Mental problems are the number one cause of disability worldwide (WHO)
It’s all about resilience. The world is getting more open, more connected and more free. But also more polarised, detached and egocentric. (Mieke Boogert – Jouw wereld van verschil)
TweeKracht designed an Energy Game that helps you learn what gives us energy and what makes us beautiful.
Research showed that there is an increase in resilience by depressed people after five weeks of playing the game. (Ramona van Zon, Fontys Applied Psychology)
And now we discovered new patterns in behavior that cause mental problems.
Context
Mental health game to do exercises and meditative games to keep you level headed and mindful.
Results
The base of the game is roughly 70% done, currently, the only issue we find is that it can get pretty repetitive. After client meetings every week, we can say that we have a happy client and they love the progress. Their input through the project helped us look at the gamr less as gamers and more like a habitual task.
About the project group
All of us are Fontys students with backgrounds in software engineering except one person who was in media design. All of us are passionate gamers, online and offline.