Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents
Publikation: Beiträge in Zeitschriften › Konferenz-Abstracts in Fachzeitschriften › Forschung › begutachtet
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in: European Journal of Public Health, Jahrgang 30, Nr. Supplement_5, ckaa166.071, 09.2020, S. 555.
Publikation: Beiträge in Zeitschriften › Konferenz-Abstracts in Fachzeitschriften › Forschung › begutachtet
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TY - JOUR
T1 - Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents
AU - Thiele, Alexa
AU - Tolks, Daniel
AU - Sailer, Michael
AU - Dadaczynski, Kevin
AU - Lampert, Claudia
AU - Paulus, Peter
PY - 2020/9
Y1 - 2020/9
N2 - BackgroundAmple evidence exists that wellbeing is critical during teenage years. Therefore, options for implementing wellbeing among adolescents are needed. To fulfill this need, gamification promises to be a suitable method. Gamification uses game design elements from a game context (points, leaderboards) and game elements (randomness, tension) in a real life context to reach life goals such as behavioral changes. Recent studies indicate that gamification only produces long-term effects when filled with stimulating content. To categorize the content of the adventures and other game design elements within the gamification concept, the “5 ways to wellbeing” have been a suitable evidence-based approach among adult interventions: connect, give, take notice, keep learning and be active. This research aims at filling the framework of gamification with the most opportune content to foster wellbeing among adolescents.Methods71 interventions of fostering wellbeing among adolescents could be identified in a scoping review from Pubmed. Eligible interventions had to focus on adolescents and had to have outcomes on wellbeing. Interventions that covered a more specific target group, such as cancer survivors, were excluded from this research.ResultsAdolescent interventions' contents, which had a positive outcome on wellbeing, mostly dealt with physical activity (13) and health promotion (11), followed by psychological training interventions (9). 11 interventions did not have a positive outcome on wellbeing.DiscussionThe many positive outcomes in above categories result from the amount of interventions. To further investigate the effect of the five ways to wellbeing within a gamification framework for adolescents, we develop an intervention application (ONYA) which will be applied among adolescents in German middle schools.
AB - BackgroundAmple evidence exists that wellbeing is critical during teenage years. Therefore, options for implementing wellbeing among adolescents are needed. To fulfill this need, gamification promises to be a suitable method. Gamification uses game design elements from a game context (points, leaderboards) and game elements (randomness, tension) in a real life context to reach life goals such as behavioral changes. Recent studies indicate that gamification only produces long-term effects when filled with stimulating content. To categorize the content of the adventures and other game design elements within the gamification concept, the “5 ways to wellbeing” have been a suitable evidence-based approach among adult interventions: connect, give, take notice, keep learning and be active. This research aims at filling the framework of gamification with the most opportune content to foster wellbeing among adolescents.Methods71 interventions of fostering wellbeing among adolescents could be identified in a scoping review from Pubmed. Eligible interventions had to focus on adolescents and had to have outcomes on wellbeing. Interventions that covered a more specific target group, such as cancer survivors, were excluded from this research.ResultsAdolescent interventions' contents, which had a positive outcome on wellbeing, mostly dealt with physical activity (13) and health promotion (11), followed by psychological training interventions (9). 11 interventions did not have a positive outcome on wellbeing.DiscussionThe many positive outcomes in above categories result from the amount of interventions. To further investigate the effect of the five ways to wellbeing within a gamification framework for adolescents, we develop an intervention application (ONYA) which will be applied among adolescents in German middle schools.
KW - Health sciences
U2 - 10.1093/eurpub/ckaa166.071
DO - 10.1093/eurpub/ckaa166.071
M3 - Conference abstract in journal
VL - 30
SP - 555
JO - European Journal of Public Health
JF - European Journal of Public Health
SN - 1101-1262
IS - Supplement_5
M1 - ckaa166.071
ER -