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Game Design in Mental Health Care: Case Study-Based Framework for Integrating Game Design Into Therapeutic Content.
Siriaraya, Panote; Visch, Valentijn; Boffo, Marilisa; Spijkerman, Renske; Wiers, Reinout; Korrelboom, Kees; Hendriks, Vincent; Salemink, Elske; van Dooren, Marierose; Bas, Michael; Goossens, Richard.
Afiliação
  • Siriaraya P; Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.
  • Visch V; Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.
  • Boffo M; Department of Psychology, Education and Child Studies, Erasmus University Rotterdam, Rotterdam, Netherlands.
  • Spijkerman R; Parnassia Addiction Research Centre, Parnassia Psychiatric Institute, The Hague, Netherlands.
  • Wiers R; Addiction, Development and Psychopathology Lab, Department of Psychology, University of Amsterdam, Amsterdam, Netherlands.
  • Korrelboom K; Centre for Urban Mental Health, University of Amsterdam, Amsterdam, Netherlands.
  • Hendriks V; Tilburg School of Social and Behavioural Sciences, Tilburg University, Tilburg, Netherlands.
  • Salemink E; Parnassia Addiction Research Centre, Parnassia Psychiatric Institute, The Hague, Netherlands.
  • van Dooren M; Social and Behavioral Sciences, Utrecht University, Utrecht, Netherlands.
  • Bas M; Faculty of Industrial Design Engineering, Delft University of Technology, Delft, Netherlands.
  • Goossens R; &RANJ Serious Games, Rotterdam, Netherlands.
JMIR Serious Games ; 9(4): e27953, 2021 Dec 01.
Article em En | MEDLINE | ID: mdl-34855611
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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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Tipo de estudo: Guideline Idioma: En Revista: JMIR Serious Games Ano de publicação: 2021 Tipo de documento: Article País de afiliação: Holanda

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Tipo de estudo: Guideline Idioma: En Revista: JMIR Serious Games Ano de publicação: 2021 Tipo de documento: Article País de afiliação: Holanda