Next Article in Journal
Learning Improved Semantic Representations with Tree-Structured LSTM for Hashtag Recommendation: An Experimental Study
Next Article in Special Issue
Development of a Virtual Reality-Based Game Approach for Supporting Sensory Processing Disorders Treatment
Previous Article in Journal
An Improved Threshold-Sensitive Stable Election Routing Energy Protocol for Heterogeneous Wireless Sensor Networks
Previous Article in Special Issue
ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
Article Menu

Export Article

Open AccessArticle

The Design and Application of Game Rewards in Youth Addiction Care

Faculty of Industrial Design Engineering, Delft University of Technology, 2628 CE Delft, The Netherlands
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;
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))
PDF [695 KB, uploaded 19 April 2019]
  |     |  


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

Figure 1

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).

Share & Cite This Article

MDPI and ACS Style

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.

Show more citation formats Show less citations formats

Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Related Articles

Article Metrics

Article Access Statistics



[Return to top]
Information EISSN 2078-2489 Published by MDPI AG, Basel, Switzerland RSS E-Mail Table of Contents Alert
Back to Top