ABOUT US
Revolutionizing Pediatric Healthcare By Research-Based, Result-Oriented Gamification!
Here at Kronos Health, Modern Digital Interventions Were Paired With State-of-the-Art Technology To Transform the Standard of Pediatric Healthcare!


The concept was brought to life when Sangeetha Ramsagar, a long time Pharmaceutical Industry Strategist and Marketer, met up with Gaming Researcher and Professor, Ashish Amresh. Her belief was that there were real time applications in clinical pediatric care requiring monitoring of nutrition and clinical protocol. This was immediately validated by local Health Systems and Pediatric Clinicians,
Having worked for 22 years in the pharmaceutical industry across various therapies and functions, Sangeetha has a passion for healthcare innovation and believes that modern technology can create transformative change in clinical care.
Personally, she is an avid healthy living advocate for children and young adults. Her articles and work around healthy living and activity for children can we accessed on her BLOG.
Kronos Health was founded on the belief that modern day digital interventions and technology, when leveraged effectively, can bring transformative solutions to pediatric healthcare.
Our primary objective is to address a wide variety of pediatric healthcare dilemmas by gamification. We are clinical in our approach and aim to make healthcare a more convenient and more enjoyable activity for kids!
Kronos Health identified the viability of video games in serving as the medium for pediatric healthcare. Kids love video games, and during the pandemic, this business has gained much more prevalence. A recent report from Accenture Shira Ovide On Tech newsletter), estimated that global sales related to games are higher than the combined revenues from movies and music! Those figures include sales of conventional video games for computers and consoles, smartphone games, advertising in games, and more. Moreover, video games also have cultural relevance, as the Olympic organizers showed this week by featuring game music in the opening ceremony. All this, added to the fact that kids see video games as a fun activity in contrast to conventional, boring healthcare regimes, makes this model a winner!

Our flagship asset, in development, targets health behaviors shared by obesity and diabetes. We leverage the behavioral concepts of gamification for reinforcing positive behaviors in children! Our Avatar-Based Interactive Clinical Platform The Kronos Health app focuses on developing healthy eating and exercising habits among children. The best part about it is that
we’ve integrated the model with exceptional gamification tools that make children drawn towards the app. It is equipped with a reward-based ecosystem where kids get positive reinforcement if they adhere to the clinical regime holistically. For the kids, the “clinical regime” is just a bunch of tasks and checklists that are fun to them rather than boring instructions coming from elders.
● Our model is based on credible research and several renowned pediatric publications.
● Gamification allows us to solve real health problems and alter our behaviors.
● Games, visualizations, and simulations have been effectively used over the past decade to help with clinical outcomes.
THE PROBLEM
All children suffer from the following dilemmas in this fast-paced world, and Kronos Health Aims to reduce these problems via gamification! Obesity prevalence in a recent CDC report was 13.4% among 2- to 5-year-olds, 20.3% among 6- to 11-year-olds, and 21.2% among 12- to 19-year-olds. Childhood obesity is also more common among certain populations. The National Health and Nutrition Examination Survey [1] indicates that almost a quarter of preschoolers (2-5 years) and one third of school age children and adolescents are obese or over weight. 3
It is estimated that by 2050, 600,000 people under the age of 20 are expected to have Type 1 diabetes.4
Although type 1 diabetes can appear at any age, it appears at two noticeable peaks: first in children between 4 and 7 years old, and second in children between 10 and 14 .5
● Sedentary Lifestyle2
Tech has been misused, and children of this era are confined to the comfort of their couches instead of playing physical sports. Our model serves to change that by introducing health-promoting gamification.
● Lack of Parental Involvement and awareness
Platforms that target both child and parent to engage and educate on both levels of the relationship as they find the influence of parent’s decision and lifestyle has a significant effect on the child. The platform’s goal is to also increase overall household knowledge around healthy nutrition and interventions
● Limited Home-Based Interventions
Here at Kronos Health, we’ve put together games that translate into real-world activity engagement and a myriad of motivational interventions that translate to positive decisions in the real world. This game engages parents by requires requiring parents to authorize access and assistance in the game engaging them.
● Socio-economic status1
Based on the environment, parents may be limited in their education on a healthy lifestyle for their children as well as economical means to promote healthier choices, including decisions on food and engaging in real-world activities. Our aim is to facilitate such parents and provoke them with a reasonable opportunity!
Kronos Health development process involves medical experts, gaming and animation pros, and parent input every step of the way. Our solutions build on the successes and lessons learned from game-based research with pediatric populations over the past decade.
The development and design of our product is based on several proofs of concepts on game-based nutritional outcomes published by Author and Kronos Health advisor, Ashish Amresh. The publication that served as the primary inspiration for Kronos Health’s product was developed under the Technology Based Obesity Prevention Project with funding from the Agency for Healthcare Research and Quality (AHRQ) as a solution to reduce childhood obesity among Latino children and families.

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Amresh, A., Sinha, M., Birr, R., & Salla, R. (2015). Interactive Cause and Effect Comic-Book Storytelling for Improving Nutrition Outcomes in Children. Retrieved from https://commons.erau.edu/publication/606
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Amresh, A., & Small, L. (2014). Make Your Garden Grow: Designing a Physical Activity Estimation Improvement Game. Retrieved from https://ieeexplore.ieee.org/document/7067075
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https://www.cdc.gov/obesity/data/childhood.html
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https://beyondtype1.org/type-1-diabetes-statistics/
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https://www.mayoclinic.org/diseases-conditions/type-1-diabetes/symptoms-causes/syc-20353011
