Game Technology 4 Health


Game Technology 4 Health

The Game Technology for Health (GT4H) Network brings together knowledge and expertise about serious gaming for health benefits from different research groups across Departments and Faculties at NTNU. The aim of the network is to connect researchers and professionals both within and outside NTNU that develop or use game technology for health, in order to deliver high quality research and advance our knowledge at the best value possible.

Representatives from the Norwegian Institute of Public Health trying the Playpulse tank game when visiting the Department of Circulation and Medical Imaging. The tank is controlled with a stationary bicycle and buttons on the handlebars (Photo: Karl Jørgen Marthinsen, NTNU).

Intermediate aims

  1. Register local and national professional resources within the field.
  2. Share existing and upcoming research on game technology for health across branches of science, departments and faculties, and companies.
  3. Stimulate development of common institutional, national, and international research projects where development of game technology for health is represented.
  4. Be a connective link between research and industry in the field of serious gaming for health benefits.


Why is game technology for health important?

Physical inactivity and sedentary behaviour are at an all-time high, with worrying consequences for health outcomes. Furthermore, many individuals do not receive the amount of support and follow-up that would be optimal for health promotion or recovery, nor do they manage to exercise independently as much as they should. Thus, there is an urgent need to reverse the ‘inactivity pandemic’ and use the potential of technology to promote and boost activity levels both in everyday life and during rehabilitation.

Game technology has developed tools to stimulate people to be active, provide instructions and feedback to patients, and maintain motivation and adherence.

At NTNU, several expert teams are already working at the scientific forefront with exergaming, training apps, serious games, and integration with VR/AR technology. By broadening current collaborations and strengthening the network, NTNU is perfectly positioned to become nationally leading in this area.

Game Technology 4 Health (GT4H) is a network supported by NTNU Health.

Planned activities for network members

To achieve our network goals, you will be able to participate in our upcoming network activities:

  • Annual network seminar and workshops around main events in the Trondheim area
  • The main goals are to 1) build a network between different institutions, 2) exchange research findings and results, ideas and technology, through presentations and discussions, 3) Bring people in contact, and hopefully this can generate projects or project spin-offs.
  • Matchmaking events with respect to upcoming EU and NFR calls

Below is the program from our first network webinar on November 23, 2020. We had great response and look forward to hosting more events in the future. Stay tuned!


Relevant projects at NTNU

Projects in this field





Berg J, Moholdt T. Game on: a cycling exergame can elicit moderate-to-vigorous intensity. A pilot study. BMJ Open Sport & Exercise Medicine 2020;

Hagen K, Weie S, Chorianopoulos K, Wang A.I., & Jaccheri L., "Pedal Tanks - A Multiplayer Exergame Based on Teamwork and Competition", Entertainment Computing-ICEC 2015. 

Hagen K., Chorianopoulos K., Wang A.I., Jaccheri L., & Weie S., "Gameplay as Exercise", Conference on Human Factors in Computing Shystems (CHI) 2016

Moholdt T, Weie S, Chorianopoulos K, et al, Exergaming can be an innovative way of enjoyable high-intensity interval training. BMJ Open Sport & Exercise Medicine 2017

Wang A.I., “Systematic literature review on health effects of playing Pokémon Go”, Entertainment Computing, Volume 38, 2021, 100411, ISSN 1875-9521

Wang A.I., Hagen K., Høivik T., & Olsen G.M., "Evaluation of the Game Exermon - a Strength Exergame Inspired by Pokémon Go", 14th International Conference on Advances in Computer Entertainment Technology (ACE 2017)

Updates on technology and feature articles

Coming soon

Collaborators and partners

Here is a list of our important partners and collaborators:

  • St. Olav University Hospital; Clinic of Physical Medicine and Rehabilitatio, Lian
  • Sunnaas Hospital and Rehabilitation center
  • Helse Midt-Norge
  • Trondheim Kommune
  • Stjørdal Kommune
  • Playpulse AS
  • NTNU Technology Transfer as
  • 3T fitness center
  • JoinGame, Norway’s largest network of game researchers and developers

Contact information

Get in touch with us, we would love to hear from you!



Martin Aursand Berge
Mara Gabriela Diaconu
EU Project Developer - Health Technology for Active Ageing and Self-Management of Health
Trine Moholdt
Beatrix Vereijken
Alf Inge Wang