Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents

Publikation: Beiträge in ZeitschriftenKonferenz-Abstracts in FachzeitschriftenForschungbegutachtet

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Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents. / Thiele, Alexa; Tolks, Daniel; Sailer, Michael et al.

in: European Journal of Public Health, Jahrgang 30, Nr. Supplement_5, ckaa166.071, 09.2020, S. 555.

Publikation: Beiträge in ZeitschriftenKonferenz-Abstracts in FachzeitschriftenForschungbegutachtet

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Thiele A, Tolks D, Sailer M, Dadaczynski K, Lampert C, Paulus P. Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents. European Journal of Public Health. 2020 Sep;30(Supplement_5):555. ckaa166.071. doi: 10.1093/eurpub/ckaa166.071

Bibtex

@article{0cfb3ec964d24156998c1abe5d3d7bd8,
title = "Reviewing Effective Contents for a Gamification Approach to Foster Wellbeing among Adolescents",
abstract = "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.",
keywords = "Health sciences",
author = "Alexa Thiele and Daniel Tolks and Michael Sailer and Kevin Dadaczynski and Claudia Lampert and Peter Paulus",
year = "2020",
month = sep,
doi = "10.1093/eurpub/ckaa166.071",
language = "English",
volume = "30",
pages = "555",
journal = "European Journal of Public Health",
issn = "1101-1262",
publisher = "Oxford University Press",
number = "Supplement_5",

}

RIS

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 -

DOI