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Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content
Author(s) -
Panote Siriaraya,
Valentijn Visch,
Marilisa Boffo,
Renske Spijkerman,
Reínout W. Wiers,
Kees Korrelboom,
Vincent M. Hendriks,
Elske Salemink,
Marierose M.M. van Dooren,
Michaël Bas,
Richard Goossens
Publication year - 2021
Publication title -
jmir serious games
Language(s) - English
Resource type - Journals
ISSN - 2291-9279
DOI - 10.2196/27953
Subject(s) - mental health , game design , psychology , anxiety , design process , process (computing) , addiction , health care , computer science , applied psychology , knowledge management , human–computer interaction , psychotherapist , psychiatry , business , work in process , marketing , economics , operating system , economic growth
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.

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