|Fiorato – Mindfulness in Happiness|
| Posted on 28/05/2014 - 14:38|
Fiorato is an online application aiming to decrease stress and lead to a more positive and mindful work atmosphere. Using gamification, happiness is objectively measured and positive psychology is applied, resulting in an increase in productivity.
Stress and a negative work atmosphere are big influencers of absenteeism. Positive feelings, resulting in higher levels of happiness, on the other hand are great influencers of efficient and effective working. For one out of three incapacitated employees, psychological complaints are the main reason. Both for the employee and the employer these situations are extremely undesirable. Furthermore, absenteeism within the workplace has great economic impact on society due to related medical costs and a reduction of economic productivity. Unfortunately, current methods to influence and measure happiness in order to prevent stress and psychological complaints of employees do not offer a satisfying result. This implies the need for a new and more accessible solution.
Fiorato is a 'serious game' which can be played on mobile devices and consists of different exercises & meditation tools. By playing the game on a daily basis happiness can be objectively measured (through advanced algorithms) and helps to increase positive feelings. Main parts of the game are: 1) Meditation based on mindfulness;2) The diary of happiness to become more aware of positive moments; 3) The happiness-meter which measures happiness & selects the right exercises for effective use.
Target group and social impact
Every company may use the app, however it is especially recommended for employees in stressful environments and with high pressure or responsibility. The app is used on a daily basis, however a few minutes a day already are sufficient for substantial results. The product has the potential to greatly decrease stress and psychological complaints in the work atmosphere and increase efficiency in the workplace. This may benefit companies/employers, employees, as well as the society as a whole. Use of the game may also be relevant for individuals outside the workplace. Possible target groups may be individuals who suffer from depressions or other psychological issues related to highly negative emotions or mindset. This 'serious game' may therefore also present highly relevant social impact.
Competences of the applicant
BcomeVital (www.bcomevital.nl) is an ICT and gaming company focused on mental health. They work together with 2 partner companies. Psychology company (Maarsingh & van Steijn) and psychiatry company (Molemann) focused on new media treatment solutions. This alliance both has the technical skills to develop the app and the scientific background and data to ensure the app is scientifically validated.
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