Mindbloom finds young adults four times more likely to embrace healthcare gamification trends over baby boomers with men leading the pack
Seattle, WA, December 22, 2011 – Just as young adults (ages 18-34) have thumbed their nose at television in favor of the Internet for news, landlines in favor of cell phones and CDs in favor of digital music, Mindbloom® (www.mindbloom.com) sees a trend of young adults embracing online and mobile apps for personal growth over self-help books and life coaches. Discovering that nearly 65 percent of its users are young adults, Mindbloom found that youzng adults were four times more likely than baby boomers to use its Life Game® mobile and Web app, which is designed to inspire people to define what’s important, discover what motivates them, and take meaningful daily actions in all areas of their life.
“With young adults embracing technology so rapidly, is it any wonder that they’re the first ones to embrace an alternative form to personal growth over what their parents and grandparents choose?” said Mindbloom founder, Chris Hewett, a former executive producer for Monolith Productions who developed blockbuster hits such as No One Lives Forever, Tron 2.0, and F.E.A.R. “These young adults are the first digital generation, and they have a growing appetite to apply interactive entertainment for everything from health and fitness to spirituality.”
In the U.S. alone, the self-help industry is an estimated $14 billion market, with an estimated $3 billion of that being spent on books and other media and another $3.8 billion for personal coaching. A recent study by Latitude Research titled The Future of Gaming: a Portrait of the New Gamer found that 2/3 of survey respondents would like games to help them achieve their personal goals (e.g. be healthier, more productive, etc.). Mindbloom believes it can meet those needs by developing a new frontier for wellness that takes a deeper approach by focusing on the science behind behavioral change – integrating gaming technology, art, and human psychology to make personal growth more effective. Mindbloom officially launched its Life Game in September and has successfully grown to more than 36,000 active users with a focus on intrinsic gaming mechanics, personalization and social media integration. As part of this effort to change the wellness market, the company also recently launched its digital mobile inspiration app called Bloom* in November, which has had over 175,000 downloads in the iTunes App Store.
In a reverse of social games being dominated by older women (average age 43), more than half (52 percent) of Mindbloom’s Life Game users were men in 2011, with 85 percent of all users being under the age of 44. By putting the principles of behavioral science behind social gaming to inspire people and help them achieve their personal health and wellness goals, Mindbloom has attracted a younger audience and helped its members follow through on more than 1.2 million commitments in 2011.
Throughout 2011, 80 percent of users focused on their health as their number one life priority by committing to simple actions like drinking more water, getting more sleep, and walking topping the list. Relationship-focused commitments like calling parents, spending time with close friends or saying ‘I Love You’ followed health-related activities with about 70 percent interest from both sexes. But from there, men and women’s areas of life interests varied broadly with women focusing next on their lifestyle, creativity, career and finances and men focusing on their career, lifestyle, finances and creativity, in relative order of importance.
The biggest variance on which area of life was most important centered on careers, where more than 70 percent of men used Mindbloom to support career goals compared to 58 percent of women. Both aimed career actions to limit complaining and negativity at work, however men were more interested in expanding their professional network (i.e. adding a LinkedIn connection) or being inspired by experts or other professionals. Both sexes listed spirituality as their least area of interest, but women were more likely to use Mindbloom to encourage prayer or journaling in their lives (48 percent versus 41 percent).
As people start to think of the next year’s goals and 2012 New Year’s resolutions, a survey of Life Game users shows that health will once again be the top area of focus, however only for women. According to the survey of more than 300 Mindbloom users, career (22 percent) will take over as the most important area for men, followed by relationships (18 percent), spirituality (15 percent), finances (15 percent), health (14 percent), lifestyle (13 percent), and creativity (3 percent). For women, after health (28 percent) being number one, other key areas of life include career (18 percent), relationships (14 percent), spirituality (12 percent), a tie between creativity lifestyle (10 percent), and finances (8 percent). For a complete summary of how men and women compare and contrast their goals for 2012 check out the Infographic.
Mindbloom is a Seattle-based interactive media company that’s out to make life improvement accessible to everyone. By harnessing next-generation engagement techniques and focusing users on personal growth, Mindbloom has created a fun, simple, and effective way for people to improve the quality of their lives. To start living a healthier and more balanced life, visit: www.mindbloom.com. You can also find Mindbloom on Facebook at www.facebook.com/mindbloom or on Twitter at @mindbloom.
November 8, 2011
VentureBeat | Meghan Kelly
Mindbloom launched its Bloom iPhone application today to help us remember the important parts of life in the midst of all these check-in, food finding, and picture taking apps. Having a healthy mind, body and soul is not a new desire for humans. While we have a green initiative to keep our planet healthy, so too have we taken our green initiative personally. A particular wave has hit the United States with our Yoga and Pilates trends, all-raw or vegan diets to get us away from the grease, and a push to get our kids our from behind the television screen and into the yard. Even popular children’s channels such as Disney and Nickelodeon slip in commercial-style prompts, reminding kids to turn of the TV for an hour and go play. The Bloom applications is intended to do the same for adults in our daily lives. Read the article
November 8, 2011
TechFlash | Anthony James
Mindbloom has released its Bloom app for iPhone, allowing users to use photos, music, quotes and more to create goals for self-improvement. In September, the Seattle company released the Mindbloom Life Game, which lets users create a “life tree” to set goals, create life changes and track progress. read the article
November 7, 2011
Stepcase Lifehack | Mike Vardy
Seattle-based Mindbloom made waves last month with its digital inspiration and productivity web app, adding a gamification element to the niche that was both unique in approach and in accessibility. Now they’ve added a standalone app to its arsenal with Bloom, a free app that gives users a real kickstart in doing what really matters in everyday life. It offers a fun and simple way to transform photos and music into a private or shared digital inspiration. Bloom brings what’s really important in life to the forefront, enabling users to connect better with their lives as a whole as opposed to just their to-do lists. I’ve had a chance to play with the app while it was in testing, and the Mindbloom team definitely are onto something with Bloom. Read the article
Free on-the-go Bloom app gives everyday life a powerful boost with a fun and simple way to transform photos and music into a private or shared digital inspiration
Seattle, WA, November 7, 2011 – Mindbloom (www.mindbloom.com) today announced Bloom*, a new iPhone (NASDAQ:APPL) app that makes it easy for anyone to create and share a powerful digital inspiration—keeping what’s important to them, top-of-mind. The digital inspiration, called Blooms, are made quickly and easily on the iPhone using personal photos, music and captions and are focused on inspiring people to make healthy choices, stay connected, manage stress, strengthen spirituality, save money, advance careers, or enhance creativity. The customized Blooms can serve as personal private reminders to motivate action or can be shared publicly on Facebook, Twitter or email to inspire or encourage friends and family.
October 26, 2011
GeekWire | John Cook
Anne Krook, who spent 13 years at Amazon.com, most recently overseeing disaster response and disaster recovery, has joined Seattle startup Mindbloom as director of operations. Mindbloom, which launched in September, has developed a Web and mobile game that’s designed to help people improve their lives by nurturing a virtual tree and engaging in positive behavior related to health, exercise, relationships and finances. Read the article
October 26, 2011
TechFlash | Greg Lamm
Seattle startupMindbloom has hired former Amazon executive Anne Krook as vice president of operations. At Mindbloom, Krook will be in charge of the interactive media company’s strategic and operational leadership.
Krook previously spend 13 years at Amazon.com, where her roles included being director of business continuity and infrastructure customer engagement, where she oversaw strategies for disaster response, disaster recovery and long-term business continuity. Read the article
Anne Krook Joins Experienced Team of Gaming, Technology, and Behavioral Science Experts to Make the Process of Personal Growth Fun, Simple and Effective
Seattle, WA, October 26, 2011 – Mindbloom ( www.mindbloom.com ), an interactive media company that’s out to make life improvement accessible to everyone, today announced the appointment of Anne Krook as vice president of operations. Krook is responsible for the strategic and operational leadership of Mindbloom’s technical resources and infrastructure, including the company’s recently launched free-to-play life game that inspires people to define what’s important, discover what motivates them, and take meaningful daily actions in all areas of their life. Krook joins Mindbloom’s experienced executive team with rich backgrounds from Amazon.com, Monolith Productions, Xbox, MSNBC, Rockwell and Group Health Cooperative. Continue reading
September 30, 2011
SFGate San Francisco Chronicle | Doc Gurley
Chris Hewett’s demo of MindBloom had the room packed. He began by talking about being motivated by fear, or, instead, being motivated by purpose. You’re either running away from something, or toward something. Mindbloom is about spending two minutes every day looking at images that mean something to you, and that motivate you. One step every day is the key to enduring change. The key is sustained engagement. Many of the tools that exist today are not engaging. The core goal is to make life change fun, and engaging. As a gamer, Hewett wants to make behavior change appealling. And it needs to be authentic. I think that he is trying to make Mindbloom into the Farmville of health – a pervasive and widely appealing game, but one that happens to have a positive effect on people’s health and life. Read the article