New report shows how games aid in Canadian healthcare, education, business and more

In partnership with Hamilton, Ontario’s McMaster University, Ludic developed a game called “Journey — Back to Reality” that centres around teaching youth about the risks of psychosis and regular cannabis use.

Ludic’s biggest project, however, is an RPG Maker title called “The Road Ahead” which explores pandemic feelings of isolation based on real youth stories.

One of these programs, LudoFit, is on PC, Mac and iPad and emulates skiing, climbing, cycling and rafting movements in immersive virtual locales.

Leveraging clinical protocols like the Otago Exercise Programme and the Tai-Chi Cardiac Rehabilitation Program, LudoFit aims to make the rehab process effective, safe and fun for seniors.

This includes creating digital models of everything from cars to Vancouver International Airport so workers can better visualize deficiencies in a shared virtual space.

Other case studies include Toronto’s Holland Bloorview treating children with video games, Toronto’s Prodigy Entertainment using a virtual pet game to help kids with math, DigiBC’s interactive Play to Learn program to help middle school kids learn more about STEM careers and Edmonton-based elderly VR exercise program Virtual Gym.

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