Title
The Design And Application Of Game Rewards In Youth Addiction Care
Abstract
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different types of patients. However, we question to what extent game-based rewards are suitable in a persuasive game design for a substance dependence therapy context, as people with substance-related disorders show decreased sensitivity to natural rewards, which may result in different responses to commonly applied game rewards compared to people without substance use disorders. In a within-subject experiment with 20 substance dependent and 25 non-dependent participants, we examined whether play persistence and reward evaluation differed between the two groups. Results showed that in contrast to our expectations, substance dependent participants were more motivated by the types of rewards compared to non-substance dependent participants. Participants evaluated monetary rewards more positively than playing for virtual points or social rewards. We conclude this paper with design implications of game-based rewards in persuasive games for mental healthcare.
Year
DOI
Venue
2019
10.3390/info10040126
INFORMATION
Keywords
Field
DocType
gamification, play persistence, reward types, addiction, youth, persuasive game design
Health care,Social psychology,Substance dependence,Addiction,Computer science,Game design,Artificial intelligence,Decreased Sensitivity,Addiction care,Machine learning
Journal
Volume
Issue
ISSN
10
4
2078-2489
Citations 
PageRank 
References 
0
0.34
0
Authors
3
Name
Order
Citations
PageRank
Marierose M. M. van Dooren133.19
Valentijn Visch2105.69
Renske Spijkerman342.78