| Literature DB >> 34855611 |
Panote Siriaraya1, Valentijn Visch1, Marilisa Boffo2, Renske Spijkerman3, Reinout Wiers4,5, Kees Korrelboom6, Vincent Hendriks3, Elske Salemink7, Marierose van Dooren1, Michael Bas8, Richard Goossens1.
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 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. ©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.Entities:
Keywords: case studies; design models; eHealth; gamification; mental health
Year: 2021 PMID: 34855611 PMCID: PMC8686469 DOI: 10.2196/27953
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Strategies for incorporating a separate game world experience into the therapy world.
Components of a therapeutic activity when viewed from a game systems perspective.
| Component to be balanced | In a game world | In a therapeutic world |
| Performance space | The actions or meaningful choices available to players to act upon. Feedback is given to users as indicators to convey the results of their actions in the game. | The actions and choices are presented to the clients in a therapeutic activity, which can be acted upon to achieve success in the therapy. Feedback is conveyed to clients to report the results of their actions and is generally aimed at providing guidance in future choices. |
| Structure | Referred to as the “steps of play,” the structure component highlights the progression of players in the game [ | A structured organization of tasks presented to guide clients to progress through the therapy. |
| Rules | The principles that govern the consequences of user actions and results within the game. | The rules or principles set by the therapy procedure that relate to the success or failure in achieving the health-related outcome. |
| Content Sample | The different events given to players through the game that they must overcome to achieve success. Referred to as a pulse [ | The different content samples drawn from a therapeutic activity framework that are presented to the clients, who need to resolve them to achieve success in the therapeutic activity. |
Figure 2Three examples of strategies to integrate game worlds from existing therapeutic activities: (A) Creating a reward system based on the results. (B) Restructuring the rules and performance space. (C) Restructuring the content and structure.
Figure 3The therapeutic activity loop.
Figure 4A core-game loop encompassing the therapeutic activity loop.
Figure 5Effect of the core-game loop on the therapy game world.
Figure 6Screenshots of the ReadySetGoals gamification.
Figure 7The core-game loop and gamification design of ReadysetGoals.
Figure 8The therapy game world of the ReadySetGoals gamification.
Figure 9Screenshots of the Addiction Beater game.
Figure 10The core-game loop and gamification design of Addiction Beater.
Figure 11Therapy game world analysis of the Addiction Beater Gamification.
Figure 12Screenshots of the Zen Garden.
Figure 13The core-game loop and gamification design of Comet Garden.
Figure 14Therapy game world analysis of the Zen Garden gamification.
Figure 15Screenshots of the “A Tiny Problem” gamification.
Figure 16The core-game loop and gamification design of the small problems.
Figure 17Therapy game world analysis of the Small Problems gamification.
A summary of the therapy loop of the four gamification case studies.
| Gamification | Existing therapeutic activity | Challenge of existing activity | Therapeutic activity loop | Desired specific behavioral or cognitive change | Desired overall well-being objective | ||||
| Sample | Action | Principles |
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| |||||
| ReadySetGoals | Goal setting within cognitive behavioral therapy. | It is difficult to motivate clients to set and accomplish goals related to cognitive behavioral therapy. | Users presented with a task beneficial to their therapy to carry out in daily practice. | Users carry out the actions required to complete the tasks. | The task must be completed successfully and within the set time limit. | Accomplishing goals (abstinence goals, skill attainment goals, etc.) leads to better therapeutic outcome. | |||
| Addiction Beater | Cognitive bias modification training used in alcohol addiction treatment. | High dropout rate. Boredom due to repetitiveness, particularly with youth in prevention studies. | Users are presented with target stimuli (alcohol related or nonalcohol related). | Users decide to “push”/“pull” or inhibit their response toward a target stimulus which is explicitly alcohol related or associated with alcohol. | Users must respond in time and accurately. | Lower relapse rate or reduced alcohol use. | |||
| Zen Garden | Competitive Memory Training used in the treatment of low self-esteem. | The e-training version has problems related to low retention. | Users identify a negative self-image. | Users identify alternative positive self-images and rehearses them. | Users must be able to recall positive self-images. | Improvements in self-esteem. | |||
| Één klein probleempje | Cognitive bias modification of interpretations training for anxiety. | Boredom during training, repetitiveness, and fragmentation of scenarios. | Users presented with an ambiguous scenario. | Users read through the scenario and fill in a word fragment, which can end positively or negatively. | Users interpret the scenario positively and within the time limit. | Reduce social anxiety. | |||
A summary of the overall gamification design of the 4 gamification case studies.
| Gamification | Game concept | Core-game loop elements | Structural game elements | ||
| Presentation design | Game logic design | Feedback design | |||
| ReadySetGoals | A risk-taking concept where users place wagers on their set goals. | Goal setting is presented through the metaphor of climbing a mountain. | Players receive points proportionate to the risk taken (the amount of wager placed and the set time limit) and the difficulty of the task. Players progress further up the mountain for each accomplished goal. | Successful task completion and risk taking are rewarded with points. Pictures of accomplished tasks are placed on the mountain path to provide a sense of achievement. | Player progression (the number of points accumulated increases player levels); gameplay progression (easy goals are placed at the bottom of the mountain and more difficult goals are placed at the top). |
| Addiction Beater | A music rhythm game concept where users must respond based on the beat of the music. | Alcohol- and nonalcohol-related stimuli are presented based on the beat rhythm of the music. | Users have to react to the stimuli (to the content or other features) as close as possible on the beat of the music. | Users receive points for each correct response and more points for consecutive correct responses (combos). | Player progression (players accumulate experience points for each correct response and level up); gameplay progression (players unlock more difficult songs after completing easier ones); social competition (players see their performance [response time, accuracy] in relation to others). |
| Zen Garden | A playful Zen garden where users can plant positive memories into flowers. | Players’ “self” is represented through a garden metaphor: negative self-beliefs are represented with zones within the garden and positive self-images are symbolized through flowers planted in the garden. | Users need to plant flowers to grow their garden and their positive self-images. | The more flowers are planted, the more the garden grows. | Narrative guidance (an avatar is used to guide the participants throughout the therapy and give them tasks). |
| Één klein probleempje | An adventure story–based gamification. | Each ambiguous scenario is presented as an element of a larger narrative story. | Users interpret the ambiguous scenarios and the narrative story responds to the players’ interpretations. | The results of the player interpretations are shown through narrative feedback. | Story progression (the story progresses as players interpret the ambiguous scenarios). |