Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the ReadySetGoals Application

Panote Siriaraya, Valentijn Visch, Marierose M.M. Van Dooren, Renske Spijkerman

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

2 Citations (Scopus)

Abstract

Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for designing such a game from a research through design perspective. Central in this paper is the process employed to design the ReadySetGoals, a gamified mobile application aimed at supporting therapeutic goal setting within a substance addiction treatment context. The design process involved four key stages. 1) The 'transfer effect' was identified and then 2) The 'Real World' context examined. 3) Different gamification concepts were evaluated and a 'core gamification loop' was designed. 4)The ReadySetGoals was then prototyped, user tested and iteratively refined. During the design process, three key learnings emerged and are discussed: 1) Aligning stakeholder expectations though framing 2)Integrating real world therapeutic aspects in a game world experience and 3) The value of personalization.

Original languageEnglish
Title of host publication2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings
Subtitle of host publicationProceedings
Place of PublicationPiscataway, NJ
PublisherIEEE
Pages1-8
Number of pages8
ISBN (Electronic)978-153867123-8
ISBN (Print)978-1-5386-7124-5
DOIs
Publication statusPublished - 2018
Event10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Wurzburg, Germany
Duration: 5 Sep 20187 Sep 2018

Conference

Conference10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018
CountryGermany
CityWurzburg
Period5/09/187/09/18

Keywords

  • Gamification
  • Mental Healthcare
  • Persuasive Game Design
  • User-Centered Design

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