• GIECS

    Gaming for Innovation, Education, Climate and SocietyGIECS is a gaming research group at Heriot-Watt University
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Teaching & Learning

Teaching & Learning

How do we use games to improve teaching and learning?
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Eco-Literacy

Eco-Literacy

How can games help us understand the ecology of the world around us?
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Healthcare

Healthcare

How do we transform physical and mental health with games?
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Organisational Learning & Development

Organisational Learning & Development

How do we use games, gamification and play to help organisations learn and develop? Can game-play across and between cultures and age groups lead to the design of future cross-sectorial product-process-production life-cycles and intelligence?
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Technology Adoption & Social Change

Technology Adoption & Social Change

How do we use games and technology to bring social change and make the society more inclusive?
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Human-Machine-Knowledge Partnerships

Human-Machine-Knowledge Partnerships

How and to what extent can game-based systems ubiquitously and pervasively capture human and machine knowledge interactions, generate new knowledge and safe mission-critical reuse?
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This project aims at developing an online community with gamification for Letaai.

Letaai is currently the only online platform that attempts to unify the community of mental health professionals. This project will apply Gamification to the development of the platform to increase engagement and user experience.  The project will have significant impact by providing digital infrastructure, strengthened by data analytics, to professionals for collaborative support of mental health. The platform will be used to:

  • encourage cross-disciplinary approaches to cases
  • encourage practitioners to use evidence-based research in their practice, bridging the gap between evidence and practice
  • seek rigor in new treatment techniques.

Gamification will enhance the platform design by generating data about activities, interactions and connections between the users and making them visible to both the users and the developers of the platform. 

  • Firstly, gamification will facilitate interactions between professionals from different disciplines to develop a more unified (online) community. 
  • Secondly, data analytics will characterise how professionals in different disciplines interact. Understanding how the community interacts will support the development of new ways to facilitate and enhance the cross-discipline interactions, ultimately leading to improved innovation to support mental health.  

The project is lead by Dr Agnessa Spanellis and Dr Louise Delicato.

How to find us

We are located at Heriot-Watt University, Edinburgh.

Campus Location