Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content
| Authors |
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|---|---|
| Publication date | 2021 |
| Journal | JMIR Serious Games |
| Article number | e27953 |
| Volume | Issue number | 9 | 4 |
| Number of pages | 25 |
| Organisations |
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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. |
| Document type | Article |
| Language | English |
| Published at | https://doi.org/10.2196/27953 |
| Published at | https://preprints.jmir.org/preprint/27953 |
| Other links | https://www.scopus.com/pages/publications/85122008255 |
| Downloads |
Game Design in Mental Health Care
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