Background

A leading multi-national company from the e-mental health sector based in New Zealand approached Experion to develop a community platform to motivate, educate, and help to accomplish the goals of the youth of an indigenous backward community. Though the client’s main focus is on e-mental health, they also promote social service engagements. 

The Challenge

The client wanted to offer a platform that would guide, support, and help the youth of a remote geographic location who did not have access to information or resources,  to achieve their goals in life. To be successful with its objectives, the platform should encourage and ensure active participation in online communities, which requires immense technical expertise and know-how. Having developed robust and scalable solutions for healthcare service providers, Experion was approached to realize this project by the client. 

The Solution

Experion conducted an initial discovery phase to understand the functional and technical requirements of the client and suggested the idea of inserting game dynamics to the platform. During the development phase, the Experion’s team of experts developed a gamification platform that encourages the geographically and culturally specific community to contribute positively and frequently.

Powered with game dynamics, the platform enables the users to create a simple, user-friendly, and well-defined life journey. It also allows the users to set the challenges they would like to overcome and the goals they would like to accomplish, offering thrill and enjoyment to the community members. Leveraging the latest digital technologies, the platform ensures sustained user engagement and contribution from the community members. The platform also provides meaningful insights by monitoring and analyzing user behavior and offers personalized solutions.

The Payoff

  • The platform is a one-of-its-kind initiative that guides and motivates community members to accomplish their life goals. 
  • Enabled the community service providers to understand the community needs better and address them appropriately.
  • The gamification platform also acted as a means of supporting local businesses within the community. 
  • During COVID-19, the general public also made use of the platform to avail information on their region’s status by monitoring the peer-to-peer communication of the community members.