ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

Standard

ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing . / Tolks, Daniel; Sailer, Michael; Dadaczynski, Kevin et al.
in: Information, Jahrgang 10, Nr. 2, 58, 12.02.2019.

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

Harvard

Tolks, D, Sailer, M, Dadaczynski, K, Lampert, C, Huberty, J, Paulus, P & Horstmann, D 2019, 'ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing ', Information, Jg. 10, Nr. 2, 58. https://doi.org/10.3390/info10020058

APA

Tolks, D., Sailer, M., Dadaczynski, K., Lampert, C., Huberty, J., Paulus, P., & Horstmann, D. (2019). ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing . Information, 10(2), Artikel 58. https://doi.org/10.3390/info10020058

Vancouver

Tolks D, Sailer M, Dadaczynski K, Lampert C, Huberty J, Paulus P et al. ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing . Information. 2019 Feb 12;10(2):58. doi: 10.3390/info10020058

Bibtex

@article{08c5f4c3afda48158c3f94e0971b1995,
title = "ONYA - The Wellbeing Game:: How to Use Gamification to Promote Wellbeing ",
abstract = "The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of 'TheWellbeing Game', to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autonomy, and social relatedness according to the self-determination theory.",
keywords = "Health sciences, gamification, wellbeing, wellbeing game, self-determination theory, mental health, e-health, E-health, Gamification, Health, Mental health, self-determination theory, Wellbeing, Wellbeing game",
author = "Daniel Tolks and Michael Sailer and Kevin Dadaczynski and Claudia Lampert and Julia Huberty and Peter Paulus and David Horstmann",
note = "Funding Information: Funding: The project is funded by the Federal Centre for Health Education within the German Federal Ministry of Health. Publisher Copyright: {\textcopyright} 2019 by the authors.",
year = "2019",
month = feb,
day = "12",
doi = "10.3390/info10020058",
language = "English",
volume = "10",
journal = "Information",
issn = "2078-2489",
publisher = "MDPI AG",
number = "2",

}

RIS

TY - JOUR

T1 - ONYA - The Wellbeing Game:

T2 - How to Use Gamification to Promote Wellbeing

AU - Tolks, Daniel

AU - Sailer, Michael

AU - Dadaczynski, Kevin

AU - Lampert, Claudia

AU - Huberty, Julia

AU - Paulus, Peter

AU - Horstmann, David

N1 - Funding Information: Funding: The project is funded by the Federal Centre for Health Education within the German Federal Ministry of Health. Publisher Copyright: © 2019 by the authors.

PY - 2019/2/12

Y1 - 2019/2/12

N2 - The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of 'TheWellbeing Game', to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autonomy, and social relatedness according to the self-determination theory.

AB - The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of 'TheWellbeing Game', to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autonomy, and social relatedness according to the self-determination theory.

KW - Health sciences

KW - gamification

KW - wellbeing

KW - wellbeing game

KW - self-determination theory

KW - mental health

KW - e-health

KW - E-health

KW - Gamification

KW - Health

KW - Mental health

KW - self-determination theory

KW - Wellbeing

KW - Wellbeing game

UR - http://www.scopus.com/inward/record.url?scp=85063799576&partnerID=8YFLogxK

UR - https://www.mendeley.com/catalogue/cb6953a7-b0b2-3ff6-934f-b38a5681bf18/

U2 - 10.3390/info10020058

DO - 10.3390/info10020058

M3 - Journal articles

VL - 10

JO - Information

JF - Information

SN - 2078-2489

IS - 2

M1 - 58

ER -

DOI

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