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Playbrush
Playbrush is an oral care device for children that is designed to encourage them to brush their teeth regularly and properly via gamification. It is developed by an Austro-British company with the same name. The device controls a variety of different games with the intent to encourage children to spend a full two minutes brushing their teeth. Devices There are two types of Playbrush devices: * A dongle that fits onto the end of a manual toothbrush such as the ''Smart'' * Integrated into an electric toothbrush such as the ''Smart sonic'' and the ''Smart One X'' History The technology was developed in 2014 and 2015 by Austrian entrepreneur Paul Varga. Varga observed the behaviour of his three-year-old godson during bedtime rituals while the child was entertained by video clips on their tablet. Together with childhood friend Matthäus Ittner, former fellow student Tolulope Ogunsina, and with help from the University College London, Varga began development of Playbrush in summe ...
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Playbrush is an oral care device for children that is designed to encourage them to brush their teeth regularly and properly via gamification. It is developed by an Austro-British company with the same name. The device controls a variety of different games with the intent to encourage children to spend a full two minutes brushing their teeth. Devices There are two types of Playbrush devices: * A dongle that fits onto the end of a manual toothbrush such as the ''Smart'' * Integrated into an electric toothbrush such as the ''Smart sonic'' and the ''Smart One X'' History The technology was developed in 2014 and 2015 by Austrian entrepreneur Paul Varga. Varga observed the behaviour of his three-year-old godson during bedtime rituals while the child was entertained by video clips on their tablet. Together with childhood friend Matthäus Ittner, former fellow student Tolulope Ogunsina, and with help from the University College London, Varga began development of Playbrush in summe ...
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Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverag ...
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Austro-British Society
The Austro-British Society (ABS) is a non-governmental organization that promotes the exchange between Austria and the United Kingdom. The Society was refounded in Vienna in 2009 by Kurt Tiroch and ever since supports the development of the bilateral relationship on cultural, economic and political topics.Die Presse''Royal Summer Party: Wiener Wein für den Prinzen'' accessed on May 20, 2014Entry in the central association register of the interior ministry (Zentraler Vereinsregister)
(ZVR-number: 227967446), accessed on May 19, 2014
To fulfil its mission, the Society organises a wide variety of events which allow the members of the Society to discuss current subjects surrounding Austria and the United Kingdom and also give them a platform to network. The Society has a ...
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