ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
Abstract
:1. Introduction
1.1. Five Ways to Wellbeing
- “Connect” emphasizes the importance of social relationships. Connecting with others supports social life and protects against mental illness [6].
- “Be active” emphasizes the importance of physical activity. Regular exercise is linked to greater wellbeing and also increases self-efficacy and sense of mastery [7].
- “Take notice” emphasizes the importance of self-awareness and mindfulness. Being aware of personal emotions and sensations as well as reflecting on experiences are related to wellbeing [8].
- “Keep learning” emphasizes the importance of learning and achieving. Learning enhances self-esteem, self-efficacy, and more activity in general [9].
- “Give” emphasizes the role of doing something nice for others. Selfless and meaningful behaviors, such as caring for others, promote wellbeing [10].
1.2. Gamification for Health and Wellbeing
1.2.1. Gamification
1.2.2. Gamification for Health
1.2.3. Gamification for Mental Health and Wellbeing
1.3. The Wellbeing Game
2. The Present Study
3. Discussion
4. Outlook
Author Contributions
Funding
Conflicts of Interest
References
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Psychological Need | TWBG Gamification Elements |
---|---|
Competence | Points |
Performance graphs | |
Badges | |
Leaderboards | |
Relatedness | Teams |
Team events | |
Leaderboards | |
Social network functions | |
Autonomy | Customizable profile design |
Free choice of activity |
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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. https://doi.org/10.3390/info10020058
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(2):58. https://doi.org/10.3390/info10020058
Chicago/Turabian StyleTolks, Daniel, Michael Sailer, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus, and David Horstmann. 2019. "ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing" Information 10, no. 2: 58. https://doi.org/10.3390/info10020058
APA StyleTolks, D., Sailer, M., Dadaczynski, K., Lampert, C., Huberty, J., Paulus, P., & Horstmann, D. (2019). ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing. Information, 10(2), 58. https://doi.org/10.3390/info10020058