JMIR Serious Games (Dec 2021)

Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content

  • Panote Siriaraya,
  • Valentijn Visch,
  • Marilisa Boffo,
  • Renske Spijkerman,
  • Reinout Wiers,
  • Kees Korrelboom,
  • Vincent Hendriks,
  • Elske Salemink,
  • Marierose van Dooren,
  • Michael Bas,
  • Richard Goossens

DOI
https://doi.org/10.2196/27953
Journal volume & issue
Vol. 9, no. 4
p. e27953

Abstract

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While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced and effective. To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight 4 different therapeutic components that could be gamified to increase user engagement. By means of a Dual-Loop model, designers can balance the therapeutic and game design components and design the core elements of a mental health care gamification. To support the proposed framework, 4 cases of game design in mental health care (eg, therapeutic protocols for addiction, anxiety, and low self-esteem) are presented.