TY - JOUR
T1 - Game design in mental health care
T2 - Case study–based framework for integrating game design into therapeutic content
AU - Siriaraya, Panote
AU - Visch, Valentijn
AU - Boffo, Marilisa
AU - Spijkerman, Renske
AU - Wiers, Reinout
AU - Korrelboom, Kees
AU - Hendriks, Vincent
AU - Salemink, Elske
AU - van Dooren, Marierose
AU - Bas, Michael
AU - Goossens, Richard
N1 - Publisher Copyright:
© Panote Siriaraya, Valentijn Visch, Marilisa Boffo, Renske Spijkerman, Reinout Wiers, Kees Korrelboom, Vincent Hendriks, Elske Salemink, Marierose van Dooren, Michael Bas, Richard Goossens.
PY - 2021/12/1
Y1 - 2021/12/1
N2 - While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced and effective. To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight 4 different therapeutic components that could be gamified to increase user engagement. By means of a Dual-Loop model, designers can balance the therapeutic and game design components and design the core elements of a mental health care gamification. To support the proposed framework, 4 cases of game design in mental health care (eg, therapeutic protocols for addiction, anxiety, and low self-esteem) are presented.
AB - While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced and effective. To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight 4 different therapeutic components that could be gamified to increase user engagement. By means of a Dual-Loop model, designers can balance the therapeutic and game design components and design the core elements of a mental health care gamification. To support the proposed framework, 4 cases of game design in mental health care (eg, therapeutic protocols for addiction, anxiety, and low self-esteem) are presented.
UR - https://www.scopus.com/pages/publications/85122008255
U2 - 10.2196/27953
DO - 10.2196/27953
M3 - Article
C2 - 34855611
SN - 2291-9279
VL - 9
JO - Journal of Medical Internet Research (JMIR) Serious Games
JF - Journal of Medical Internet Research (JMIR) Serious Games
IS - 4
M1 - e27953
ER -