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Recommendations for Implementing Gamification for Mental Health and Wellbeing
Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamif...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2020
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7750532/ https://www.ncbi.nlm.nih.gov/pubmed/33365001 http://dx.doi.org/10.3389/fpsyg.2020.586379 |
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author | Cheng, Vanessa Wan Sze |
author_facet | Cheng, Vanessa Wan Sze |
author_sort | Cheng, Vanessa Wan Sze |
collection | PubMed |
description | Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a need to examine how best to implement gamification in mental health and wellbeing technologies in a way that takes quick production cycles into account while still emphasizing empirical investigation and building a rigorous evidence base. With reference to game studies and the medical (eHealth/mHealth) literature, this article interrogates gamification for mental health and wellbeing by examining core properties of the game form. It then explores how gamification can best be conceptualized and implemented for mental health and wellbeing goals from conceptualization through to iterative co-development and evaluation that accommodates software development schedules. Finally, it summarizes its conceptual analysis into recommendations for researchers and designers looking to do so. These recommendations are: (1) assess suitability, (2) implement to support, (3) assess acceptability, (4) evaluate impact, and (5) document comprehensively. These recommendations aim to encourage clear language, unified terminology, the application and evaluation of theory, comprehensive and constant documentation, and transparent evaluation of outcomes. |
format | Online Article Text |
id | pubmed-7750532 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-77505322020-12-22 Recommendations for Implementing Gamification for Mental Health and Wellbeing Cheng, Vanessa Wan Sze Front Psychol Psychology Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a need to examine how best to implement gamification in mental health and wellbeing technologies in a way that takes quick production cycles into account while still emphasizing empirical investigation and building a rigorous evidence base. With reference to game studies and the medical (eHealth/mHealth) literature, this article interrogates gamification for mental health and wellbeing by examining core properties of the game form. It then explores how gamification can best be conceptualized and implemented for mental health and wellbeing goals from conceptualization through to iterative co-development and evaluation that accommodates software development schedules. Finally, it summarizes its conceptual analysis into recommendations for researchers and designers looking to do so. These recommendations are: (1) assess suitability, (2) implement to support, (3) assess acceptability, (4) evaluate impact, and (5) document comprehensively. These recommendations aim to encourage clear language, unified terminology, the application and evaluation of theory, comprehensive and constant documentation, and transparent evaluation of outcomes. Frontiers Media S.A. 2020-12-07 /pmc/articles/PMC7750532/ /pubmed/33365001 http://dx.doi.org/10.3389/fpsyg.2020.586379 Text en Copyright © 2020 Cheng. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Cheng, Vanessa Wan Sze Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title | Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title_full | Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title_fullStr | Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title_full_unstemmed | Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title_short | Recommendations for Implementing Gamification for Mental Health and Wellbeing |
title_sort | recommendations for implementing gamification for mental health and wellbeing |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7750532/ https://www.ncbi.nlm.nih.gov/pubmed/33365001 http://dx.doi.org/10.3389/fpsyg.2020.586379 |
work_keys_str_mv | AT chengvanessawansze recommendationsforimplementinggamificationformentalhealthandwellbeing |