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Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study

BACKGROUND: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a result, reported physical activity has substantially decreased, further increasing depressive symptoms. OBJECTIVE: This study aims to explain the use of gamification principles...

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Detalles Bibliográficos
Autores principales: Kim, Hyungsook, O'Sullivan, David Michael, Chung, Seong Hee
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9804099/
https://www.ncbi.nlm.nih.gov/pubmed/36525298
http://dx.doi.org/10.2196/38133
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author Kim, Hyungsook
O'Sullivan, David Michael
Chung, Seong Hee
author_facet Kim, Hyungsook
O'Sullivan, David Michael
Chung, Seong Hee
author_sort Kim, Hyungsook
collection PubMed
description BACKGROUND: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a result, reported physical activity has substantially decreased, further increasing depressive symptoms. OBJECTIVE: This study aims to explain the use of gamification principles to develop content for an interactive physical activity game for depression based on clinically proven depression diagnostic criteria. METHODS: We discuss related work in this field, the game design framework, the users’ depression severity, how we customize the contents accordingly, the gradual progression of the game to match exercise principles, and user flow optimization. RESULTS: We provide a brief description of each of the games developed, including instructions on how to play and design aspects for flow, audio, and visual feedback methods. Exergames (interactive physical activity–based games) stimulate certain physical fitness factors such as improving reaction time, endurance, cardiovascular fitness, and flexibility. In addition, the game difficulty progresses based on various factors, such as the user’s performance for successful completion, reaction time, movement speed, and stimulated larger joint range of motions. Cognitive aspects are included, as the user has to memorize particular movement sequences. CONCLUSIONS: Mental health issues are linked to behavior and movement; therefore, future physical activity–based interactive games may provide excellent stimulation for inducing user flow, while physical activity can help train various physical fitness factors linked to depression.
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spelling pubmed-98040992023-01-01 Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study Kim, Hyungsook O'Sullivan, David Michael Chung, Seong Hee JMIR Serious Games Original Paper BACKGROUND: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a result, reported physical activity has substantially decreased, further increasing depressive symptoms. OBJECTIVE: This study aims to explain the use of gamification principles to develop content for an interactive physical activity game for depression based on clinically proven depression diagnostic criteria. METHODS: We discuss related work in this field, the game design framework, the users’ depression severity, how we customize the contents accordingly, the gradual progression of the game to match exercise principles, and user flow optimization. RESULTS: We provide a brief description of each of the games developed, including instructions on how to play and design aspects for flow, audio, and visual feedback methods. Exergames (interactive physical activity–based games) stimulate certain physical fitness factors such as improving reaction time, endurance, cardiovascular fitness, and flexibility. In addition, the game difficulty progresses based on various factors, such as the user’s performance for successful completion, reaction time, movement speed, and stimulated larger joint range of motions. Cognitive aspects are included, as the user has to memorize particular movement sequences. CONCLUSIONS: Mental health issues are linked to behavior and movement; therefore, future physical activity–based interactive games may provide excellent stimulation for inducing user flow, while physical activity can help train various physical fitness factors linked to depression. JMIR Publications 2022-12-16 /pmc/articles/PMC9804099/ /pubmed/36525298 http://dx.doi.org/10.2196/38133 Text en ©Hyungsook Kim, David Michael O'Sullivan, Seong Hee Chung. Originally published in JMIR Serious Games (https://games.jmir.org), 16.12.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Kim, Hyungsook
O'Sullivan, David Michael
Chung, Seong Hee
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title_full Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title_fullStr Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title_full_unstemmed Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title_short Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study
title_sort applying gamification principles and therapeutic movement sequences to design an interactive physical activity game: development study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9804099/
https://www.ncbi.nlm.nih.gov/pubmed/36525298
http://dx.doi.org/10.2196/38133
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