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Information 2019, 10(2), 58; https://doi.org/10.3390/info10020058

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

1
Centre for Applied Health Science, Leuphana University Lueneburg, 21335 Lueneburg, Germany
2
Institute for Medical Education of the University Hospital, Ludwig Maximilian University of Munich, 80539 Munich, Germany
3
Chair of Education and Educational Psychology, Ludwig Maximilian University of Munich, 80539 Munich, Germany
4
Department of Nursing and Health Sciences, Fulda University of Applied Sciences, 36037 Fulda, Germany
5
Leibniz Institute for Media Research, Hans-Bredow-Institut (HBI), 20148 Hamburg, Germany
*
Author to whom correspondence should be addressed.
Received: 21 November 2018 / Revised: 24 January 2019 / Accepted: 6 February 2019 / Published: 12 February 2019
(This article belongs to the Special Issue Serious Games and Applications for Health (SeGAH 2018))
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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. View Full-Text
Keywords: gamification; wellbeing; wellbeing game; self-determination theory; mental health; health; e-health gamification; wellbeing; wellbeing game; self-determination theory; mental health; health; e-health
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
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Tolks, D.; Sailer, M.; Dadaczynski, K.; Lampert, C.; Huberty, J.; Paulus, P.; Horstmann, D. ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing. Information 2019, 10, 58.

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