Game Design in Mental Health Care: Case Study-Based Framework for Integrating Game Design Into Therapeutic Content.
case studies
design models
eHealth
gamification
mental health
Journal
JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255
Informations de publication
Date de publication:
01 Dec 2021
01 Dec 2021
Historique:
received:
15
02
2021
accepted:
19
06
2021
revised:
17
06
2021
entrez:
2
12
2021
pubmed:
3
12
2021
medline:
3
12
2021
Statut:
epublish
Résumé
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.
Identifiants
pubmed: 34855611
pii: v9i4e27953
doi: 10.2196/27953
pmc: PMC8686469
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e27953Informations de copyright
©Panote Siriaraya, Valentijn Visch, Marilisa Boffo, Renske Spijkerman, Reinout Wiers, Kees Korrelboom, Vincent Hendriks, Elske Salemink, Marierose van Dooren, Michael Bas, Richard Goossens. Originally published in JMIR Serious Games (https://games.jmir.org), 01.12.2021.
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