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
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

e27953

Informations 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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Auteurs

Panote Siriaraya (P)

Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.

Valentijn Visch (V)

Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.

Marilisa Boffo (M)

Department of Psychology, Education and Child Studies, Erasmus University Rotterdam, Rotterdam, Netherlands.

Renske Spijkerman (R)

Parnassia Addiction Research Centre, Parnassia Psychiatric Institute, The Hague, Netherlands.

Reinout Wiers (R)

Addiction, Development and Psychopathology Lab, Department of Psychology, University of Amsterdam, Amsterdam, Netherlands.
Centre for Urban Mental Health, University of Amsterdam, Amsterdam, Netherlands.

Kees Korrelboom (K)

Tilburg School of Social and Behavioural Sciences, Tilburg University, Tilburg, Netherlands.

Vincent Hendriks (V)

Parnassia Addiction Research Centre, Parnassia Psychiatric Institute, The Hague, Netherlands.

Elske Salemink (E)

Social and Behavioral Sciences, Utrecht University, Utrecht, Netherlands.

Marierose van Dooren (M)

Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.

Michael Bas (M)

&RANJ Serious Games, Rotterdam, Netherlands.

Richard Goossens (R)

Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.

Classifications MeSH