Motivating Engagement with a Wellbeing App Using Video Games and Gamification
نویسندگان
چکیده
MindMax is a mobile wellbeing application produced by the Australian Football League Players’ Association (AFL Players), with the aim of improving the wellbeing of young Australians. The project engages a strategy of wellbeing science delivered via mobile technology while harnessing the popularity and appeal of both sports and videogames. Though the app itself provides traditional casual gameplay, the integration of the game with other elements of the app also drives engagement with the wellbeing content as well as interactions with other users. This paper reports upon the design of the application and project, as well as providing an initial evaluation of the impact of its use of games and gamification. Author
منابع مشابه
A social gamification framework for a K-6 learning platform
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people’s motivation and ...
متن کاملCHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts
Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of ‘gamified’ applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is l...
متن کاملTowards the Gamification of Learning: Investigating Student Perceptions of Game Elements
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called “gamification.” Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they once were with students. Hence, gamification may be a usefu...
متن کاملGamification for health and wellbeing: A systematic review of the literature
Background: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and wellbeing, and increasingly used. Yet little is known about its effectiveness. Aims: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and...
متن کاملGamification Design for Increasing Customer Purchase Intention in a Mobile Marketing Campaign App
Mobile apps have been developed for marketing purposes and for creating new opportunities for firms to communicate with and satisfy their target audience. However, numerous mobile apps are added daily to the Google Play and Apple App Store. This study developed a mobile application to encourage customers to participate and engage in a marketing campaign in order to increase their potential oppo...
متن کامل