Scenes from the Immersive 3D Game
The centerpiece attraction was a big-screen multi-player game. The adventure starts with Dentisha culturing Streptococcus mutans in her lab and ends inside Dentisha’s mouth as players battle to vanquish an infestation of acid-spewing biofilm and rescue her from a nasty cavity.
Attack of the S. Mutans!
An Immersive game-based health campaign
Knowledge Alone is Insufficient to Change Health Behavior- People Need to Feel It
Nearly every child in our extensive AOTSM! focus groups could tell us they “should brush their teeth twice a day for two minutes.” Yet, multiple cavities and crowns were very common. Proving once again that information alone is not enough to get people to adopt and maintain vital health habits.
AOTSM! tested the efficacy of a science museum exhibit full of immersive VR experiences to transform tweens’ perception of tooth brushing from unpleasant daily drudgery to a pitched battle with a microscopic world of towering biofilm churning sugar into acid, burning away their precious crystal enamel.
Results showed weaving health messages into an active adventure story can motivate stubborn tweens (ages 8-12) to improve their health habits.
Meet Dentisha
The fundamental approach of AOTSM! was to develop a compelling story around a strong, relatable character to motivate better health habits.
Dentisha as a Role Model :
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- Relatable | Ethnically amorphous
- Embodies positive attitudes and qualities
- Embodies self-efficacy through her resourcefulness and inventions