ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing
Research output: Journal contributions › Journal articles › Research › peer-review
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In: Information, Vol. 10, No. 2, 58, 12.02.2019.
Research output: Journal contributions › Journal articles › Research › peer-review
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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 -