心理健康
游戏设计
心理学
焦虑
设计过程
过程(计算)
上瘾
医疗保健
计算机科学
应用心理学
知识管理
人机交互
心理治疗师
精神科
业务
在制品
营销
操作系统
经济
经济增长
作者
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
出处
期刊:JMIR serious games
[JMIR Publications Inc.]
日期:2021-06-19
卷期号:9 (4): e27953-e27953
被引量:17
摘要
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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