“Rosemary Lokhorst is a technology entrepreneur and game producer, a professional geek with a creative mind and an interest in looking at things from a different angle. During her ascending career, she has worked in several Fortune 500 companies before investing in and joining a start-up with the mission of improving quality of life through technology in urban developments, the now award-winning software company Living PlanIT.
Over the years, she developed a keen interest in the storytelling potential that technology offers, and the potential for creating stories that are supported by the right technology in getting their message across. Discovering her creative side through that process, she now uses her ‘techspertise’ to produce content she is passionate about, focusing on impact messaging in entertainment and gaming.
As the producer and narrator of Shadow’s Edge, the first mobile game designed to build resilience in teens that face health issues, she takes messages to where the teen audience lives. Shadow’s Edge provides serious fun; in an intriguing digital game world with relatable characters and infused with content that helps teens work through the hard stuff that comes their way.
Rosemary mentors young female entrepreneurs, a regular guest blogger on various sites and consults companies on using gamification to get their story across.”
Can a mobile game change a sick teens life?
Young people play games for fun. But what if games could do more? What if we could play to improve our emotional health? More and more young people struggle with chronic illness or disabilities. Medically, they are being treated better than ever, but no one talks about the scary side of illness. No one helps them heal emotionally. Shadow’s Edge is a free mobile game created to empower teens dealing with serious health challenges to help them work through the hard stuff that comes their way. It’s like therapy in a game. But how do you show that a game can support emotional health? We conducted an impact study with our players to prove that playing a game works for them. This presentation will show how we defined emotional health and resilience, created the method to, and then conducted an in-house study with young people in the midst of their health challenge. The presentation will reveal the results of our study and its impact on the further development of Shadow’s Edge to make it serious fun for young people in need.
Read more at: https://www.shadowsedge.com/