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SUPERHERO AVATAR APP AND PLATFORM

A gaming platform to help kids adopt a healthy lifestyle and adhere to clinical intervention

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THE KRONOS STORY

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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“Research has shown that video game-based play works as a ‘Brain Hack’ by controlling your attention and hacking the hippocampus, which is associated with motivation and not giving up.”

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HOW IT WORKS
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"Clinical interventional gaming is rooted in the philosophy of gamers, such as Jane McGonigal, Pam Omidyar, Edward Castranova and many others on a growing system change."

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Jane McGonigal, PhD, author of the New York Times bestseller, Reality is Broken: Why Games Make Us Better and How They Can Change the World, was named as one of the ten most important innovators to watch in Business Week and has been featured The Economist.

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Dr. McGonigal is the Director of Game Research and Development at the Institute for the Future, a non-profit spin-off from the RAND Corporation in Palo Alto, CA.

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The Re-Mission games for young cancer patients were
conceived by Pam Omidyar and designed based on research
by the nonprofit HopeLab Foundation, with direct input from
young cancer patients and oncology doctors and nurses, and
game developers.

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“Anyone who sees a hurricane coming should warn others. I see a hurricane coming. Over the next generation or two, ever larger numbers of people, hundreds of millions, will become immersed in virtual worlds and online games. While we are playing, things we used to do on the outside, in “reality,” won’t be happening anymore, or won’t be happening in the same way. You can’t pull millions of person-hours out of a society without creating an atmospheric-level event… The exodus of these people from the real world, from our normal daily life, will create a change in social climate that makes global warming look like a tempest in a teacup.”

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To contact us, please send an email to sangeetha@kronos-health.com

@ 2025 Kronos Health LLC

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