Title
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application
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.
Year
DOI
Venue
2018
10.1109/VS-Games.2018.8493430
2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
Keywords
Field
DocType
core gamification loop,readysetgoals,game world experience,mental healthcare,game design techniques,healthcare purposes,gamified mobile application,substance addiction treatment context
Health care,Framing (construction),Stakeholder,Task analysis,Therapeutic goal,Computer science,Game design,Engineering design process,Process management,Personalization
Conference
ISSN
ISBN
Citations 
2474-0470
978-1-5386-7124-5
0
PageRank 
References 
Authors
0.34
0
4
Name
Order
Citations
PageRank
Panote Siriaraya14215.50
Valentijn Visch2105.69
Marierose M. M. van Dooren333.19
Renske Spijkerman442.78