Literature DB >> 33365001

Recommendations for Implementing Gamification for Mental Health and Wellbeing.

Vanessa Wan Sze Cheng1.   

Abstract

Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term "gamification" vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a need to examine how best to implement gamification in mental health and wellbeing technologies in a way that takes quick production cycles into account while still emphasizing empirical investigation and building a rigorous evidence base. With reference to game studies and the medical (eHealth/mHealth) literature, this article interrogates gamification for mental health and wellbeing by examining core properties of the game form. It then explores how gamification can best be conceptualized and implemented for mental health and wellbeing goals from conceptualization through to iterative co-development and evaluation that accommodates software development schedules. Finally, it summarizes its conceptual analysis into recommendations for researchers and designers looking to do so. These recommendations are: (1) assess suitability, (2) implement to support, (3) assess acceptability, (4) evaluate impact, and (5) document comprehensively. These recommendations aim to encourage clear language, unified terminology, the application and evaluation of theory, comprehensive and constant documentation, and transparent evaluation of outcomes.
Copyright © 2020 Cheng.

Entities:  

Keywords:  applied games; eHealth; engagement; gamification; health information technologies; mHealth; mental health; wellbeing

Year:  2020        PMID: 33365001      PMCID: PMC7750532          DOI: 10.3389/fpsyg.2020.586379

Source DB:  PubMed          Journal:  Front Psychol        ISSN: 1664-1078


  52 in total

1.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions.

Authors: 
Journal:  Contemp Educ Psychol       Date:  2000-01

2.  ACT Internet-based vs face-to-face? A randomized controlled trial of two ways to deliver Acceptance and Commitment Therapy for depressive symptoms: an 18-month follow-up.

Authors:  Päivi Lappalainen; Anna Granlund; Sari Siltanen; Suvi Ahonen; Minna Vitikainen; Asko Tolvanen; Raimo Lappalainen
Journal:  Behav Res Ther       Date:  2014-07-28

3.  Project Synergy: co-designing technology-enabled solutions for Australian mental health services reform.

Authors:  Ian B Hickie; Tracey A Davenport; Jane M Burns; Alyssa C Milton; Laura Ospina-Pinillos; Lisa Whittle; Cristina S Ricci; Larisa T McLoughlin; John Mendoza; Shane P Cross; Sarah E Piper; Frank Iorfino; Haley M LaMonica
Journal:  Med J Aust       Date:  2019-10       Impact factor: 7.738

Review 4.  A game plan: Gamification design principles in mHealth applications for chronic disease management.

Authors:  Aaron S Miller; Joseph A Cafazzo; Emily Seto
Journal:  Health Informatics J       Date:  2014-07-01       Impact factor: 2.681

Review 5.  mHealth: a mechanism to deliver more accessible, more effective mental health care.

Authors:  Matthew Price; Erica K Yuen; Elizabeth M Goetter; James D Herbert; Evan M Forman; Ron Acierno; Kenneth J Ruggiero
Journal:  Clin Psychol Psychother       Date:  2013-08-05

6.  At-risk adolescents as experts in a new requirements elicitation procedure for the development of a smart phone psychoeducational trauma-informed care application.

Authors:  Paulina Sockolow; Seran Schug; Jichen Zhu; T J Smith; Yalini Senathirajah; Sandra Bloom
Journal:  Inform Health Soc Care       Date:  2016-06-03       Impact factor: 2.439

Review 7.  The behaviour change wheel: a new method for characterising and designing behaviour change interventions.

Authors:  Susan Michie; Maartje M van Stralen; Robert West
Journal:  Implement Sci       Date:  2011-04-23       Impact factor: 7.327

8.  0Phobia - towards a virtual cure for acrophobia: study protocol for a randomized controlled trial.

Authors:  T Donker; S Van Esveld; N Fischer; A Van Straten
Journal:  Trials       Date:  2018-08-09       Impact factor: 2.279

9.  Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review.

Authors:  Vanessa Wan Sze Cheng; Tracey Davenport; Daniel Johnson; Kellie Vella; Ian B Hickie
Journal:  JMIR Ment Health       Date:  2019-06-26

10.  Beyond the Randomized Controlled Trial: A Review of Alternatives in mHealth Clinical Trial Methods.

Authors:  Quynh Pham; David Wiljer; Joseph A Cafazzo
Journal:  JMIR Mhealth Uhealth       Date:  2016-09-09       Impact factor: 4.773

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  2 in total

1.  Evaluating a Strengths-Based mHealth Tool (MyStrengths): Explorative Feasibility Trial.

Authors:  Stian Jessen; Jelena Mirkovic; Elanor Halvorsen Brendmo; Lise Solberg Nes
Journal:  JMIR Form Res       Date:  2021-11-17

2.  Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.

Authors:  Carlos Valls-Serrano; Cristina De Francisco; María Vélez-Coto; Alfonso Caracuel
Journal:  Front Hum Neurosci       Date:  2022-07-20       Impact factor: 3.473

  2 in total

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