Gamification for Digital Wellbeing
How game mechanics such as short sessions, gentle progress and calm aesthetics can support relaxation instead of compulsive play.
I study how play, AI and brands shape human behaviour, and I test ideas in products people actually use. Practitioner research, grounded in building.
How game mechanics such as short sessions, gentle progress and calm aesthetics can support relaxation instead of compulsive play.
Designing AI companions that feel supportive, are honest about being AI, and avoid encouraging over-reliance. Informed by Ollie in GameHarbor.
How generative AI assistants select, trust and cite brands, and what that means for discoverability and marketing strategy.
How multicultural audiences in the UAE and wider GCC respond to brand positioning, language and digital touchpoints.
Published work and papers in progress. Statuses are updated as papers move through review.
Design rationale, architecture, safety system and development testing of GameHarbor, a free games-first wellbeing app with Ollie, an AI companion. Includes a proposed pilot study. DOI 10.5281/zenodo.23414048.
A case study on the design of a conversational AI companion inside a wellness game, focusing on supportiveness, transparency and boundaries.
Practitioner research tracking how AI assistants describe and cite brands over time, and which signals change the outcome.

My research sits between practice and academia. I design products and campaigns, observe how real people use them, and write up what I learn. GameHarbor and MindHarbor act as living labs for wellbeing design, while client and personal brand work provide data on AI search visibility.
I do not hold a PhD. I am an independent researcher who values rigour, transparency and open sharing, and I welcome collaboration with universities, labs and practitioners.

A practical GEO guide for 2026: how AI assistants choose which brands to mention, and the content, schema and authority signals that get you cited.
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An independent research perspective on gamification for wellbeing: the design choices that calm rather than compel, informed by building GameHarbor and MindHarbor.
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How marketing teams can use AI for research, content, creative and analysis in 2026, with a workflow that protects brand voice, accuracy and trust.
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