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Samsung S Health “Super Category Challenge”

Grand Prize: $10,000

Samsung S Health is a globally pre-loaded application on Samsung smartphones that provides core features to keep up your body fit and healthy. It will record and analyze your daily activities and habits to help maintain successful diet and lead healthy lifestyle. You can add and track the various physical exercises and activities in a single step using the various built-in trackers. S Health helps to create a balanced lifestyle pattern by recording a variety of information like your food, caffeine, water intake, sleep, and stress details. Manage health and environmental records such as heart rate, blood pressure, blood glucose levels, stress, weight & SpO₂ using built-in sensors and third party devices. Manage your fitness activities, track your weight and monitor your diet using Samsung Galaxy and Gear devices.

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Samsung S Health is seeking bright new idea submissions for future feature and services for our application. The students competing in this challenge will be asked to submit their current ideas for the “Happy Fitness Challenge”, “Corporate Wellness Challenge”, “Clinical Health Challenge”, “Chronic Disease Challenge”, “Adolescent Mental Wellbeing Empathy Challenge”, and or “VR/AR Category” along with a short explanation on why your idea submission will be beneficial for current and future S Health users. The winning submission may also have an opportunity to commercialize the idea to S Health users worldwide.

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DHX Group: Happy Fitness Challenge

Previous Winners (Click to view)

Research indicates the increasing physical activity and performing it on a consistent basis is the most effective therapy for most diseases including mental health and is the most reliable way to increase your happiness. Yet too few people are engaged in such activity and have begun to seek new digital health technologies to make fitness fun and engaging. Students competing in this challenge will be designing and creating apps and games that increase engagement in fitness.

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MetLife: Corporate Wellness Challenge

Previous Winners (Click to view)

Over 60% of all employers provide wellness programs for employees to help promote health behaviors that lead to creativity, productivity and wellbeing. Yet many of these fail to achieve the adoption necessary for success because they are boring and lack the gamification necessary for sustainable engagement. Students participating in this challenge will design and create games that address this market need.

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GE Healthcare: Clinical Challenge

Previous Winners (Click to view)

Doctors, nurses and other healthcare professionals have begun to embrace the use of various digital technologies in the practice of medicine. By doing so they can deliver a novel and high value-added experience to patients that deliver digital experience in the clinical and non- clinical environments to achieve the triple-aim of healthcare: affordable services with ubiquitous access, and high quality. In the GE Healthcare Clinical Challenge students will design and create apps and games that enable the same type of digital experience in healthcare that consumers experience in all other aspects of their lives.

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TBD: Chronic Disease Challenge

Previous Winners (Click to view)

Two-thirds of all healthcare costs are associated with chronic disease. Two-thirds of all American’s are overweight or obese, a comorbid condition that increases the risk and complications associated with diabetes, asthma, cardiovascular disease, mental illness, and other similar disease. Students in this challenge will be adding the gaming mechanics and principles to the experience of managing chronic disease to help people achieve better health outcomes at substantially lower costs.

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Happify: Mental Health Challenge

Previous Winners (Click to view)

iThrive, an initiative founded by the D.N. Batten Foundation in partnership with Centerstone Research Institute, has the mission to enhance the social and emotional well-being of adolescents by accelerating the development of interactive, evidencebased digital products using the principles of positive psychology. For this challenge, contestants will use research metrics for empathy, developed with subject matter experts at Centerstone Research Institute and provided for this contest, to develop a digital game intended to foster empathy in teens.

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Sorenson Center: VR/AR Category

Many see Virtual and Augmented Reality as having a profound impact on our health. Through these technologies we can improve our training of clinicians and other healthcare professionals to give their real-life experience through simulation. For patients we can engagement through unique health, wellness and fitness experiences. Recent innovations have used these technologies to manage pain, decrease anxiety, and improve healthcare procedures and safety. This category will be looking at any VR/AR submission in any other category to find the best application of this new technology to health.

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