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Open AccessArticle

The Design and Application of Game Rewards in Youth Addiction Care

1
Faculty of Industrial Design Engineering, Delft University of Technology, 2628 CE Delft, The Netherlands
2
Parnassia Addiction Research Centre (PARC), Brijder Jeugd, Parnassia Group, 2512 HN The Hague, The Netherlands
*
Author to whom correspondence should be addressed.
Information 2019, 10(4), 126; https://doi.org/10.3390/info10040126
Received: 17 January 2019 / Revised: 22 March 2019 / Accepted: 2 April 2019 / Published: 6 April 2019
(This article belongs to the Special Issue Serious Games and Applications for Health (SeGAH 2018))
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential for different types of patients. However, we question to what extent game-based rewards are suitable in a persuasive game design for a substance dependence therapy context, as people with substance-related disorders show decreased sensitivity to natural rewards, which may result in different responses to commonly applied game rewards compared to people without substance use disorders. In a within-subject experiment with 20 substance dependent and 25 non-dependent participants, we examined whether play persistence and reward evaluation differed between the two groups. Results showed that in contrast to our expectations, substance dependent participants were more motivated by the types of rewards compared to non-substance dependent participants. Participants evaluated monetary rewards more positively than playing for virtual points or social rewards. We conclude this paper with design implications of game-based rewards in persuasive games for mental healthcare. View Full-Text
Keywords: gamification; play persistence; reward types; addiction; youth; persuasive game design gamification; play persistence; reward types; addiction; youth; persuasive game design
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van Dooren, M.M.M.; Visch, V.T.; Spijkerman, R. The Design and Application of Game Rewards in Youth Addiction Care. Information 2019, 10, 126.

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