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INFO PANEL 1: SUPERBETTER


Chelsea Howe – director of design, SuperBetter Labs


Clarins offers a spa-themed game


“Game designer Jane McGonigal came up with the idea for SuperBetter as an alternate reality game when she found herself struggling to recover from severe concussion. It’s about helping players to achieve health and wellness goals – most commonly weight loss, healthier eating, regular exercise, stress reduction and better sleep – in their real lives and not just on a games console or in a virtual world. “It draws on core online gaming mechanisms – social involvement, overcoming


Chelsea Howe


obstacles, feedback and tracking progress – to give players a system to help them achieve their goals. Players recruit allies, complete quests (steps to help them achieve their goals), battle bad guys (things standing in their way), and activate power-ups (boosts to keep players motivated). It was designed to increase players’ resilience – their ability to stay optimistic, curious and energised in the face of challenges. “The game launched on 9 March 2012, with 20,000 users registered within the


fi rst two months. It was designed to help anyone, but currently has slightly more female players than male, predominately aged 20–50 years. “Gyms could use SuperBetter as an additional resource for clients who are


Nintendo’s WiiFit is well established


looking to achieve personal health or wellness goals. Operators could create their own package to complement their brand, product philosophy and approach to health and wellness. Alternatively, they could use the starter packages as a template that can be personalised. These blend in-game content, scientifi c research and expert advice – McGonigal received guidance from leading doctors, psychologists, scientists and medical researchers. “In the past, a customer might leave a gym with recommendations to improve


their daily lives. Games like SuperBetter ensure those recommendations won’t get lost or forgotten, by providing a social structure of close friends and allies for long-term support and real change. By integrating games into their repertoire, gyms can integrate their programmes into clients’ lives even after they leave the building. In addition, they could use elements of games – like tracking progress towards a bigger goal or giving clear feedback – to make clients feel like every visit is a step towards a serious and tangible improvement in their lives.”


Nike+ has an app that connects runners


Howe has headed up the design of SuperBetter for the past 10 months and received the 2012 Rising Star Award by Women in Gaming. Details: www.superbetterlabs.com


Keas offers programmes for employees


OptumizeMe dishes out challenges


june 2012 © cybertrek 2012


SuperBetter was developed with advice from doctors and scientists


Read Health Club Management online at healthclubmanagement.co.uk/digital


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