
Games for Change 2017 (Part IV): A Healthcare Market Researcher’s Perspective
This is part 4 of a 4 part report on the 2017 Games for Change Festival held in NYC (July 31-August 2). Click here to see part 1. Click here to see part 2. Click here to see part 3. The design of questionnaires remains a foundational, if not defining skillset for many market researchers—particularly those specialized in quantitative methods. Apprenticeships can be difficult for those who fail to avoid the infamous “double-barreled question”, do not quickly develop a grasp o

Games for Change 2017 (Part III): A Healthcare Market Researcher’s Perspective
This is part 3 of a 4 part report on the 2017 Games for Change Festival held in NYC (July 31-August 2). Click here to see part 1. Click here to see part 2. Click here to see part 4. Like any other provider of products or services, game designers are intensely curious about the interests and experiences of their target audience. On the second day of the 2017 G4C Festival, Gametheory, a Vermont-based game developer, shared results of a survey it recently conducted with its ta

Games for Change 2017 (Part II): A Healthcare Market Researcher’s Perspective
This is part 2 of a 4 part report on the 2017 Games for Change Festival held in NYC (July 31-August 2). Click here to see Part 1. Click here for Part 3. Click here for part 4. The average healthcare market researcher’s toolbox is unlikely to contain games-- maybe a collection of techniques for gamifying tedious surveys, but no games. This is not to say, however, that games are alien to the world of healthcare. It is almost 10 years now since Wii Fit hit the US market with

Games For Change 2017 (Part I): A Healthcare Market Researcher's Perspective
This is part 1 of a 4 part report on the 2017 Games for Change Festival held in NYC (July 31-August 2). Click here to see Part 2. Click here for part 3. Click here for part 4. The 2017 Games for Change Festival (G4C) finished up today at the New School in NYC. For 14 years now, the Festival has brought together a diverse cross-section of the serious games community, including game designers, academics, government representatives, NGOs, investors and, increasingly, stakehol