Logo Logo
Help
Contact
Switch Language to German

Horstmann, David; Tolks, Daniel; Dadaczynski, Kevin and Paulus, Peter (2018): Förderung des Wohlbefindens durch Gamification. Ein Projekt zur Anpassung und Evaluation des Wellbeing Games für den deutschsprachigen Kontext. In: Prävention und Gesundheitsförderung, Vol. 13, No. 4: pp. 305-311

Full text not available from 'Open Access LMU'.

Abstract

Background: Wellbeing is an important element of aholistic 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.Objective: This article presents the application The Wellbeing Game as agamification-based approach to promote wellbeing. Furthermore, aproject 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 astructured analysis of the application. Based on the results, the technical and content elements of the application will be redesigned. For formative and summative evaluation, arandomized 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.Conclusion: sGamification-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.

Actions (login required)

View Item View Item