Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design into Therapeutic Content
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Publication date
2021
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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.
Keywords
Case studies, Design models, EHealth, Gamification, Mental health, Physical Therapy, Sports Therapy and Rehabilitation, Rehabilitation, Psychiatry and Mental health, Biomedical Engineering, SDG 3 - Good Health and Well-being
Citation
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, 'Game Design in Mental Health Care : Case Study–Based Framework for Integrating Game Design into Therapeutic Content', JMIR Serious Games, vol. 9, no. 4, e27953, pp. 1-25. https://doi.org/10.2196/27953