Lots of regular people are not too smart about their bodies and health. In fact 90% of the US population lacks basic health literacy. This increases their health risks, degrades medical outcomes, and inflates costs for individuals and across the population. It also causes immeasurable anxiety and suffering related to illness, while undermining personal goals of wellness and self-care.

Humaginarium solves this problem with a new kind of digital health education. We make science more interesting, easier to understand, more relevant and useful. Our video games promote health literacy through very engaging entertainment.

The net gain is, we make something that people love, to give them what they need, that they don’t already have: the power to become good stewards of their bodies.

Humaginarium embodies a computer model of human physiology. Engineered for nearly 50 years at a major medical center, the model supports experiments involving disease conditions, treatments, and environmental influences on the body.

Our instructional system runs high-fidelity simulations of pathogenesis. For example, our prototype unpacks type 2 diabetes, a tough challenge because diabetes triggers morbid complications in every organ and tract of the body.

Consumers experience our sims as scientific entertainment TM: sensuous, emotional video games featuring heroes and villains, sounds and storylines, puzzles, levels, and graphic animations.

Media-rich games are streamed from the Cloud to PCs; casual games are distributed by mobile app stores.

Humaginarium is unique health education for adults with a chronic illness. On PCs, each illness is simulated in its own product portfolio. Each portfolio has several missions; more are continuously added.

Missions are short, interactive, challenging, and replayable. They are self-contained with hard starts and stops, yet interrelated. Players drill into different facets of an illness, one mission at a time, improving their health acumen in stages.

Different missions are downloaded to mobile devices. Whereas rich narratives stream to PCs; stark problem-solvers download to mobile. They are mutually reinforcing.

Registered customers may choose to join communities of interest on our safe social network for continuing health education.

In 1938 historian Johan Huizinga described the influence of play on culture. His book Homo Ludens argues that play is more than fun; it’s a crucible of cognitive development.

In 1970 engineer Clark Abt described the influence of games on pedagogy. His book Serious Games argues that games are a kind of educational technology.

In 2003 linguist James Gee described the impact of commercial games on learning. His book What Video Games Have to Teach Us About Learning and Literacy argues that they enhance knowledge, skills, and drive to become better.

Fifty years of peer-reviewed research in varied disciplines warrants the approach we are taking to amuse and edify consumers. Our game technology is a powerful new way to promote health literacy.

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