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Monster Manor Shortlisted for Top Award

Featured in ‘The Diabetes Times’, Monster Manor is making a splash. Up for an award in the ‘Value and Improvement in Medical Technology’ category, The Diabetes Times has this to say: “Ayogo, working with Diabetes UK and Sanofi Diabetes, developed Monster Manor to encourage children to test and record their blood glucose levels on a more regular basis. Only 15

Monster Manor Bronze

Monster Manor – Sanofi, Diabetes UK Partnering with Ayogo and Diabetes UK we made an iPhone/android gamification application (“Monster Manor”) available to children with Type 1 Diabetes to incentivise them, through play, to test and record their blood glucose levels on a more regular basis. Research has demonstrated that just 1 extra test per day could lead to an improvement

Vancouver Sun Article: Games Earn Loyalty

The problem of engaging communities of people is complex,” said Bocska, who has a background in video game design. “Just slapping badges and points on to an experience isn’t going to magically resuscitate a disengaged online community.” But done right, games can engage consumers, games earn loyalty and improve experiences. They can also change behaviour. Ayogo’s Monster Manor app, for

Photos from the Monster Manor Launch Evening

Mavis Dixon’s Talk at the Full Indie Aug 9, 2014

Games to Change In this presentation, Mavis Dixon connects the dots between Behavioural Psychology, Games and Persuasive-design Principles to show how real change can happen in health care.

MM&M’s Mobile Marketing Report Discusses Gamification for Pharma

MM&M delves into the world of gamification for pharma and how it can help support patients in taking their medications. In the following article, Ayogo CEO Michael Fergusson discusses adherence and the psychology of motivation and how it can be leveraged through games and gamification to improve health. “There’s this sense within the health field that if something is important, it has to be

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