Case Study

Lady Health

Lady Health — Universidade de Brasília / FINATEC

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Sector
HEALTH
Format
mobile
Period
Q3 2026
Partner
UniSER
01. Problem

The challenge

Brazil and the Federal District face a critical mental health scenario, characterised by high rates of depression, anxiety and suicide mortality — especially among young people and the elderly. This scenario is compounded by recent environmental crises (such as the COVID-19 pandemic, endemic diseases and climate disasters), which generate socioeconomic instability and psychological suffering.

Despite the urgency, there is a lack of systemic and innovative approaches that accessibly integrate mental health promotion — including a holistic well-being perspective that considers environmental sustainability and intergenerationality.

02. Solution

What was built

The solution delivered consisted of the creation of a comprehensive digital health ecosystem, structured around four fundamental pillars: mental health, physical health, sustainability and well-being. At the heart of this solution is a game publishing platform that allows independently credentialed developers to make gamified experiences available, categorised under these pillars. To ensure continuous engagement and create a unified economy, the platform provides robust APIs for rewards, achievements, items, mascots and global currencies — which can be transacted across different games within the ecosystem.

Built on top of this platform is Lady Health, a game designed to serve as a continuous support environment for personal development. The game focuses on the creation and tracking of healthy routines, habit management, task execution and reminders. Rather than focusing solely on illness, the tool promotes a holistic view of individual health, using gamification to reward selfcare and continuous learning.

Lady Health

The development of these products followed a co-participatory design methodology (living lab), actively involving elderly participants from the University of Ageing Programme (UniSER/UnB) and health professionals. The technology was subjected to usability testing and validated in realworld environments (schools and Psychosocial Care Centres — CAPS) using rigorous clinical instruments (MMSE, MoCA, EBES), ensuring that the gamified mechanics had proven therapeutic and educational applicability.

03. Results

Measured impact

100%

of the objectives defined with the FAP grant fully completed

Project successfully funded by FAP-DF (Tech Learning Call), with all research, technological development and innovation objectives fully met, reaching the projected technological maturity (evolution to TRL 9).

+6 games

in development by credentialed partners

Partner initiatives are already integrated into the Lady Health ecosystem, with more than six new titles in active development, continuously expanding the portfolio of gamified health solutions.

Active ecosystem

with 5 new development teams

A centralized web platform for game publishing has been made available, enabling new experiences to be added by credentialed developers, equipped with integrated APIs for rewards, achievements, items and fictional currencies. Built on this robust foundation, Lady Health was launched, focused on building healthy routines, habit management and continuous support for holistic individual health. The platform currently has five new teams registered and actively creating integral health games.

Validation

Clinical and educational validation

Effectiveness of the tool proven through usability testing and proof-of-concept studies conducted in real-world environments (schools and Psychosocial Care Centres — CAPS). Validation used rigorous clinical instruments (MMSE, MoCA, EBES, IAPEC-TCC) in pre and post-intervention phases to measure real impact on users’ cognition and well-being.