Wednesday, June 4, 2008

Interview with Playnormous (eHealth Innovator)

Buy our comprehensive-but-readable SPOTLIGHT REPORT on eHealth [News/Search/Community, EMR, PHR & Digital Home Health]. It's 150 pages, and has a provocative section called: "Key Trends in eHealth."


We're rolling out our slate of eHealth Innovators. Playnormous is the 8th of 10; see the unfolding list to the right.



Playnormous is a Houson, TX-based health-related games company. They're our #8 of ten eHealth Innovators of 2008. Here's our interview with their CEO Jerald Reichstein.



1. Tell us about Archimage, the company behind Playnormous?

Archimage is a visual design studio specializing in the design of websites, animations, multimedia projects and serious video games. Since its inception in 1983, Archimage has won over 40 international awards for everything from architectural building projects to broadcast television commercials, games, computer animation and print graphics. Clients include The U.S. Department of Agriculture, National Institutes of Health, Baylor College of Medicine, Time Warner Communications, Merrill Lynch, Nintendo, and The Walt Disney Company.

2. What is Playnormous, and why did you start it?

Archimage works closely with researchers who are looking for ways to improve children's health. We create games, websites, animation and other interactive media to engage children in an attempt to affect in them a positive behavior change. Generally, when research has been completed, the interactive content gets archived. Playnormous gives us a way to get our games in front of a wider audience. Our goal is to create an enriching experience for kids that is safe, free, and something that parents would support.

3. How will Playnormous generate revenue?

Our business model is structured around the licensing of individual games and the private-labeling of the entire Playnormous web experience. We are targeting large companies with health initiatives, employee wellness programs, and pr/marketing campaigns that would be complimented by interactive health content for kids. We don't plan to charge users to enjoy our games.

4. Are you seeking partners? If so, what kind?

Playnormous is a self-funded venture. We are currently looking for strategic partners to fund the development of more games and features for the Playnormous community. We are also looking for additional research partners to work with.

5. What games do you have now, and what games are coming?

The first game on the Playnormous website is "Food Fury," a game we developed with Dr. Cynthia Phelps at University of Texas Health Science Center. The game was funded by an Aetna Foundation grant. Slated for an end of June release is "Bubble Trouble," a game that challenges kids to identify aerobic activities. Our goal is to then roll out two new games per month beginning in August. Later this year, we'll be creating animated healthy recipes for kids and safety animations to go with them.

6. And what are your learnings to date, based on usage?

Field-testing by our medical research partners has revealed that kids find our work to be "imaginary and cool" as well as an environment that encourages kids to play games for health together and with their parents.

User feedback has also shown us that Playnormous appeals to a wide audience with children as young as three enjoying our games and adults as old as 65 finding our games entertaining and informative.



Read more in our 150-page SPOTLIGHT REPORT, updated each month. We carve out four discrete segments in eHealth, and tell you what's happening, how and why, including detailed revenue projections:

a. News/Search/Community
b. EMR
c. PHR
d. Digital Home Health.


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