101. ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
- Author
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Michael Sailer, Peter Paulus, Daniel Tolks, Kevin Dadaczynski, Julia Huberty, David Horstmann, and Claudia Lampert
- Subjects
Gesundheitswissenschaften ,Activities of daily living ,020205 medical informatics ,self-determination theory ,media_common.quotation_subject ,Applied psychology ,02 engineering and technology ,03 medical and health sciences ,wellbeing ,0302 clinical medicine ,Game design ,0202 electrical engineering, electronic engineering, information engineering ,gamification ,030212 general & internal medicine ,Competence (human resources) ,Self-determination theory ,media_common ,lcsh:T58.5-58.64 ,lcsh:Information technology ,ComputingMilieux_PERSONALCOMPUTING ,Health sciences ,health ,Mental health ,wellbeing game ,Categorization ,Health ,e-health ,Psychology ,mental health ,Autonomy ,Information Systems ,Social relatedness - 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. 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 ‘The Wellbeing 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.
- Published
- 2019
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