Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design into Therapeutic Content

Publication date

2021

Authors

Siriaraya, P.
Visch, V.
Boffo, M.
Spijkerman, R.
Wiers, R.
Korrelboom, K.
Hendriks, V.M.
Salemink, ElskeISNI 0000000394329490
van Dooren, M.
Bas, M.

Editors

Advisors

Supervisors

Document Type

Article
Open Access logo

License

cc_by

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