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ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing

Authors :
Daniel Tolks
Michael Sailer
Kevin Dadaczynski
Claudia Lampert
Julia Huberty
Peter Paulus
David Horstmann
Source :
Information, Vol 10, Iss 2, p 58 (2019)
Publication Year :
2019
Publisher :
MDPI AG, 2019.

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 ‘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.

Details

Language :
English
ISSN :
20782489
Volume :
10
Issue :
2
Database :
Directory of Open Access Journals
Journal :
Information
Publication Type :
Academic Journal
Accession number :
edsdoj.4a92b7db632b4089ae7b906baf8f1054
Document Type :
article
Full Text :
https://doi.org/10.3390/info10020058