From engagement to empowerment: integrating gamification and the Living Lab methodology into child-centered health innovation

This article presents the design, development, and field testing of Save the World, a gamified healthcare application aimed at promoting health awareness and environmental literacy among children aged 8-10 years. Developed within the Horizon Europe SynAir-G project, the application combines game-based mechanics with the iterative Living Lab (LL) methodology to foster engagement, inclusivity, and real-world learning. The app was cocreated with children, parents, teachers, healthcare professionals, and developers through a multistakeholder, cocreative process involving workshops in Sweden and Denmark. Drawing on LL principles, such as stakeholder engagement, real-life experimentation, and continuous feedback, this research enhanced the contextual relevance and usability of game features while addressing ethical considerations and diverse user needs. The field-testing results show that the integration of the gamification and LL methodologies significantly improved user engagement, educational value, and technical performance. The study demonstrates how LL and gamification can reinforce one another in creating meaningful, child-centered digital innovations, aligning with broader European goals around sustainability, digital inclusion, and participatory design.

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Publication Details

Journal
Frontiers in Digital Health
Published
2025-11-28
DOI
https://doi.org/10.3389/fdgth.2025.1685146
Primary Topic
Innovative Approaches in Technology and Social Development
Type
article
Field-Weighted Citation Impact
0.00

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article

From engagement to empowerment: integrating gamification and the Living Lab methodology into child-centered health innovation

Abdolrasoul Habibipour
Frontiers in Digital Health
Innovative Approaches in Technology and Social Development
article

From engagement to empowerment: integrating gamification and the Living Lab methodology into child-centered health innovation

Abdolrasoul Habibipour
article en

Abstract

This article presents the design, development, and field testing of Save the World, a gamified healthcare application aimed at promoting health awareness and environmental literacy among children aged 8-10 years. Developed within the Horizon Europe SynAir-G project, the application combines game-based mechanics with the iterative Living Lab (LL) methodology to foster engagement, inclusivity, and real-world learning. The app was cocreated with children, parents, teachers, healthcare professionals, and developers through a multistakeholder, cocreative process involving workshops in Sweden and Denmark. Drawing on LL principles, such as stakeholder engagement, real-life experimentation, and continuous feedback, this research enhanced the contextual relevance and usability of game features while addressing ethical considerations and diverse user needs. The field-testing results show that the integration of the gamification and LL methodologies significantly improved user engagement, educational value, and technical performance. The study demonstrates how LL and gamification can reinforce one another in creating meaningful, child-centered digital innovations, aligning with broader European goals around sustainability, digital inclusion, and participatory design.

Frontiers in Digital HealthVol. 7
Luleå University of Technology (SE)
European Commission, HORIZON EUROPE Framework Programme
Openalex Percentile: Top 51%
Innovative Approaches in Technology and Social Development
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