Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design into Therapeutic Content
Siriaraya, P.; Visch, V.; Boffo, M.; Spijkerman, R.; Wiers, R.; Korrelboom, K.; Hendriks, V.M.; Salemink, E.; van Dooren, M.; Bas, M.; Goossens, R.
(2021) JMIR Serious Games, volume 9, issue 4, pp. 1 - 25
(Article)
Abstract
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
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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.
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Keywords: Case studies, Design models, EHealth, Gamification, Mental health, Physical Therapy, Sports Therapy and Rehabilitation, Rehabilitation, Psychiatry and Mental health, Biomedical Engineering
ISSN: 2291-9279
Publisher: JMIR Publications Inc.
Note: 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.
(Peer reviewed)