| Literature DB >> 31890633 |
Grant I Christie1, Matthew Shepherd1, Sally N Merry1, Sarah Hopkins1, Stephen Knightly2, Karolina Stasiak1.
Abstract
mHealth interventions promise the economic delivery of evidence-based mental health treatments like cognitive behavioural therapy (CBT) to populations that struggle to access health services, such as adolescents and in New Zealand, Māori and Pasifika youth. Unfortunately engagement with digital therapies is poor; modularisation and gamification have potential to increase their appeal. Gamifying CBT involves selecting suitable interventions, adapting them to a digital format while applying gamification principles. We describe the design and development of Quest - Te Whitianga, an app that encourages the user to learn CBT skills via a series of activities and games. A variety of approaches including consultation with clinicians, reference to best-practice literature, focus groups and interactive workshops with youth were used to inform the co-design process. Clinicians worked iteratively with experienced game designers to co-create a youth CBT digital intervention. The Quest modular app is set on an ocean and the user travels between islands to learn six evidence-based skills. These include a relaxation/mindfulness activity, activity planning, a gratitude journal plus problem solving and communication skills training. We describe the theoretical and design aspects of each module detailing the gamified features that aim to increase user engagement. In the near future we will be testing the app and the principles discussed in this paper via a randomised-controlled trial.Entities:
Keywords: ACT, acceptance and commitment therapy; Adolescent; CBT, cognitive behavioural therapy; Digital cognitive behavioural therapy; Gamification; Mental health; Smartphone treatment; cCBT, computerized cognitive behavioural therapy; mHealth, mobile (device) health
Year: 2019 PMID: 31890633 PMCID: PMC6926322 DOI: 10.1016/j.invent.2019.100286
Source DB: PubMed Journal: Internet Interv ISSN: 2214-7829
Gamification features used in Quest – Te Whitianga.
| Gamification mechanism | Amalgamated from ( | |
|---|---|---|
| Explanation | Use in Quest | |
| Points, scores, feedback | Units or other indicators (time or lives left) indicating progress | Points are earned daily for gratitude journal entries and for completing challenges on other islands. Points accumulate and user can save or spend them on customisation of the ‘home island’. Progress is visible through ‘leveling’ on each island and by being able to unlock the next available island (when it appears from out of the volcanic ash). |
| Badges, rewards | Visual icons or game tokens signifying achievements | Completing three levels of each island (‘minimum dose’) earns the player a badge in the form of a motivational poster (whakatauki). All badges are displayed on the user's dashboard. |
| Leaderboards, ranks and status | Display of ranks for comparison or monikers indicating progress | At this stage of the project, this feature has not been implemented to protect the anonymity of trial participants. |
| Progression | Milestones in the game indicating progress or providing comparison | Islands get revealed one by one as the user levels up. Guardians (kaitiaki) are revealed after 3 levels on each island. Each island is visually transformed after the kaitaki reveal to symbolise achievement, happiness and wellbeing. |
| Narrative, challenges and quests | Stories or tasks that organise character roles, rewards and guide action | Through onboarding and gameplay, a story of mythical islands and their guardians (kaitiaki) that hold knowledge of wellbeing is used to provide an overarching narrative and context for the game. |
| Levels | Increasing difficulty of activities | Each island (other than the home island which is unlimited) has 6 or more levels which are progressively more challenging to complete or build on previously acquired skill set. |
| Roles, avatars | A personalised and customisable representation of player | Player is invited to customise their avatar upon onboarding and can update it throughout the game. The aesthetic of the avatar reflects the style of the game. |
| Social engagement | Sharing of progress and/or gameplay with social media contacts | At this stage of the project, this feature is not available on account of cost and also to protect the anonymity of trial participants but feedback to date suggests that some would like to post their game's progress, compete against other or display on social media their collected badges or other achievements. |
Fig. 1Quest - Te Whitianga artwork from each module/island.