Förderung des Wohlbefindens durch „Gamification“: Ein Projekt zur Anpassung und Evaluation des „Wellbeing Games“ für den deutschsprachigen Kontext
Research output: Journal contributions › Journal articles › Research › peer-review
Authors
Background
Wellbeing is an important element of a holistic health approach. However, it is barely considered in health promotion and prevention programs. In this context, serious games and gamification provide new and effective measures to promote wellbeing and mental health.
Objectives
This article presents the application “The Wellbeing Game” as a gamification-based approach to promote wellbeing. Furthermore, a project to adapt and evaluate the Wellbeing Game for the German context is presented.
Materials and methods
As part of a preliminary analysis, expert interviews were conducted for a structured analysis of the application. Based on the results, the technical and content elements of the application will be redesigned. For formative and summative evaluation, a randomized controlled study will be conducted in different settings.
Results
This article presents the results of the preliminary analysis which identified needs for adaptation concerning gamification elements, technical implementation, user experience as well as culture-specific requirements.
Conclusions
Gamification-based applications, such as the Wellbeing Game provide effective measures to promote individual wellbeing. The present results provide important insights into the mechanisms of the Wellbeing Game as well as the need for adaptation for the German target group.
Wellbeing is an important element of a holistic health approach. However, it is barely considered in health promotion and prevention programs. In this context, serious games and gamification provide new and effective measures to promote wellbeing and mental health.
Objectives
This article presents the application “The Wellbeing Game” as a gamification-based approach to promote wellbeing. Furthermore, a project to adapt and evaluate the Wellbeing Game for the German context is presented.
Materials and methods
As part of a preliminary analysis, expert interviews were conducted for a structured analysis of the application. Based on the results, the technical and content elements of the application will be redesigned. For formative and summative evaluation, a randomized controlled study will be conducted in different settings.
Results
This article presents the results of the preliminary analysis which identified needs for adaptation concerning gamification elements, technical implementation, user experience as well as culture-specific requirements.
Conclusions
Gamification-based applications, such as the Wellbeing Game provide effective measures to promote individual wellbeing. The present results provide important insights into the mechanisms of the Wellbeing Game as well as the need for adaptation for the German target group.
Translated title of the contribution | Promoting wellbeing by using gamification: A project for adaptation and evaluation of “The Wellbeing Game” in German context |
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Original language | German |
Journal | Prävention und Gesundheitsförderung |
Volume | 13 |
Issue number | 4 |
Pages (from-to) | 305-311 |
Number of pages | 7 |
ISSN | 1861-6755 |
DOIs | |
Publication status | Published - 01.11.2018 |
- Health sciences - Internet-based intervention, EHealth, Health promotion, Prevention, Mental health