APETEST

App for the prevention and detection of eating disorders in young people. Gamification and technology to facilitate clinical diagnosis

CLIENT

A.P.E. Foundation

Aragon Institute for Health Research (IIS Aragon)

Government of Aragon



LOCATION

Aragón (Spain)

PROJECT

Pilot project of an interactive application for the early detection of eating disorders (ED) in adolescents.

BRIEF

In collaboration with the Government of Aragon, the A.P.E. Foundation and the Health Research Institute of Aragon (IIS Aragon), Imascono has developed an innovative interactive application for the early detection of eating disorders (ED) in adolescents. This pilot project combines gamified technology and accessibility with clinical questionnaires to identify early possible cases of ED. Facilitating interaction with children and adolescents in the detection of cases of juvenile mental health.

The client presented us with a clear challenge: to design an accessible and intuitive digital solution that would integrate validated scientific tools to address the urgent social problem of adolescent ADD.

RESULT

The development resulted in this pioneering application that is already being implemented in different educational centers in Aragon. The tool allows students to interact with gamified dynamics and avatars while taking the SCOFF test, providing immediate results and activating alerts for cases that require attention.

The experience begins with a gamified dynamic in which students interact with avatars and virtual scenarios that recreate everyday situations. During this process, they complete the SCOFF test simply and anonymously. The tool is accessible from any device and allows its use both in the classroom and at home, extending its reach. In addition, its inclusive design and evidence-based approach ensure a practical and effective experience for users, educators and healthcare professionals.

500

students participating in the pilot project

110

average number of cases assessed each year by the specific unit of the Hospital Clínico

8.000

adolescents in Aragon, between 12 and 18 years of age, are estimated to have an eating behavior problem.

"The application presented is not only going to be useful for eating disorders, but for many others related to mental health that are of great concern in our schools."

VIRTUAL SPACES

Virtual environments where the value proposition and business activities are gamified. Perfect for virtual tours, simulations and interactive product testing, detailed monitoring of processes and offer a space for gamification of pre-sales, training and other business activities.

BITÁCORA l BLOG

VIRTUAL REALITY AND MEDICINE: APPLICATIONS IN THE HEALTHCARE SECTOR

Immersive technologies such as Virtual Reality have marked a change in medicine. The use of Virtual Reality in the healthcare world goes far beyond the world of entertainment. In this article we will review the main applications of Virtual Reality in the medical and health fieldand its benefits and applications.

THE 5 MOST RELEVANT TECHNOLOGIES OF THE METAVERSE

The virtual universe of interconnected worlds is now a reality and companies must be prepared to make the leap into this new digital era. Learn about the five most relevant technologies in virtual worlds in this article.

SECTOR