UXP_FB_Logo copy.jpg

News

The power of gamified information and how to use it to defeat the COVID-19 pandemic

The power of gamified information and how to use it to defeat the COVID-19 pandemic

The power of gamified information and how to use it to defeat the COVID-19 pandemic

By Linda Codega

Originally Published Here

Summary

Our ambitious goal as a company is to use gamification to drive collective change in the attitudes and behavior of humanity, to build a better world.

When it comes to our largest clientele, the life science industry, the desired collective changes in attitudes and behavior have to do with e.g. compliance to treatments, engagement to prevention, patient education and general awareness.

All of these individual and communal crises boil down to the attitudes and behavior of free individuals.

Our attitudes and behavioral patterns again, are dependent on complex personal features such as worldview, habits, background and education.

Because attitudes and behavior are this way tangled in our identity, we humans are rather resistant to change, and old attitudes and behaviors often persist, even if we face new information that should make us reconsider our ways.

This is why information alone is not a very effective driver of behavior change.

To change behavior, the information must be understood and internalized.

Reference

Psyon Games Blog. (2021). The power of gamified information and how to use it to defeat the COVID-19 pandemic. Retrieved May 12, 2022, from https://psyongames.com/the-power-of-gamified-information-and-how-to-use-it-to-defeat-the-covid-19-pandemic/