Game Design in Mental Health Care
Case Study–Based Framework for Integrating Game Design into Therapeutic Content
P. Siriaraya (TU Delft - Form and Experience)
Valentijn T. Visch (TU Delft - Form and Experience)
Marilisa Boffo ( Erasmus Universiteit Rotterdam)
Renske Spijkerman (Parnassia Psychiatric Institute)
Reinout Wiers (Universiteit van Amsterdam)
Vincent Hendriks (Parnassia Psychiatric Institute)
M.M.M. Van Dooren (TU Delft - Form and Experience)
Michael Bas (&RANJ Serious games design agency)
Richard Goossens (TU Delft - Human-Centered Design, TU Delft - Human Factors)
G.B. More Authors (External organisation)
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Abstract
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.