Designing Gamified Systems for Mental Health Support: An Exploratory Study

  • Putri Taqwa Prasetyaningrum Universitas Mercu Buana Yogyakarta, Indonesia
  • Norshahila Ibrahim Universiti Pendidikan Sultan Idris, Malaysia
  • Reny Yuniasanti Universitas Mercu Buana Yogyakarta, Indonesia
  • Putry Wahyu Setyaningsih Universitas Mercu Buana Yogyakarta, Indonesia
  • Ibnu Rivansyah Subagyo Universitas Mercu Buana Yogyakarta, Indonesia
Keywords: Gamification, mental health, user engagement, user-centered design, digital health.

Abstract

This exploratory study investigates the innovative design of gamified systems for mental health support, focusing on enhancing user engagement and well-being. By integrating user-centered design (UCD) principles with effective gamification elements, this research aims to develop engaging and therapeutically effective mental health interventions. Employing a mixed-methods approach, the study combines qualitative and quantitative data collection, including surveys, interviews, and user testing, to gather comprehensive insights from a diverse participant group. The findings reveal significant insights into user engagement, satisfaction, and the impact of gamification on mental health outcomes. While gamification enhances user engagement, balancing entertainment with therapeutic functionality is crucial. A comparative analysis between gamified and non-gamified app versions highlights the benefits and challenges of incorporating gamification in mental health contexts. The study concludes with practical recommendations for future research and design, emphasizing the need for continued innovation to optimize digital mental health interventions.

Downloads

Download data is not yet available.

References

O. P. Singh, “Comprehensive mental health action plan 2013–2030: we must rise to the challenge,” Indian Journal of Psychiatry, vol. 63, no. 5. Medknow, pp. 415–417, 2021.

R. C. Kessler, W. T. Chiu, O. Demler, and E. E. Walters, “Prevalence, severity, and comorbidity of 12-month DSM-IV disorders in the National Comorbidity Survey Replication,” Archives of general psychiatry, vol. 62, no. 6, pp. 617–627, 2005.

A. E. Kazdin and S. L. Blase, “Rebooting psychotherapy research and practice to reduce the burden of mental illness,” Perspectives on psychological science, vol. 6, no. 1, pp. 21–37, 2011.

G. Andersson, “Internet-delivered psychological treatments,” Annual review of clinical psychology, vol. 12, pp. 157–179, 2016.

S. Deterding, D. Dixon, R. Khaled, and L. Nacke, “From game design elements to gamefulness: Defining ‘gamification,’” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, no. March 2014, pp. 9–15, 2011, doi: 10.1145/2181037.2181040.

S. Warsinsky, M. Schmidt-Kraepelin, S. Thiebes, and A. Sunyaev, “Are gamification projects different? An exploratory study on software project risks for gamified health behavior change support systems,” 2021.

P. T. Prasetyaningrum, P. Purwanto, and A. F. Rochim, “Gamification On Mobile Banking Application: A Literature Review,” in 2022 1st International Conference on Information System & Information Technology (ICISIT), IEEE, 2022, pp. 222–227.

E. N. M. Ibrahim, N. Jamali, and A. I. H. Suhaimi, “Exploring gamification design elements for mental health support,” International Journal of Advanced Technology and Engineering Exploration, vol. 8, no. 74, pp. 114–125, 2021, doi: 10.19101/IJATEE.2020.S1762123.

B. Aryana, L. Brewster, and J. A. Nocera, “Design for mobile mental health: an exploratory review,” Health and Technology, vol. 9, pp. 401–424, 2019.

J. Hamari, J. Koivisto, and H. Sarsa, “Does gamification work? - A literature review of empirical studies on gamification,” Proceedings of the Annual Hawaii International Conference on System Sciences, pp. 3025–3034, 2014, doi: 10.1109/HICSS.2014.377.

T. M. Fleming et al., “Serious games and gamification for mental health: current status and promising directions,” Front Psychiatry, vol. 7, p. 232141, 2017.

L. Sardi, A. Idri, and J. L. Fernández-Alemán, “A systematic review of gamification in e-Health,” J Biomed Inform, vol. 71, pp. 31–48, 2017.

M. Fitzgerald and G. Ratcliffe, “Serious games, gamification, and serious mental illness: a scoping review,” Psychiatric Services, vol. 71, no. 2, pp. 170–183, 2020.

D. Johnson, S. Deterding, K.-A. Kuhn, A. Staneva, S. Stoyanov, and L. Hides, “Gamification for health and wellbeing: A systematic review of the literature,” Internet Interv, vol. 6, pp. 89–106, 2016.

C. Lister, J. H. West, B. Cannon, T. Sax, and D. Brodegard, “Just a fad? Gamification in health and fitness apps,” JMIR Serious Games, vol. 2, no. 2, p. e3413, 2014.

S. Litvin, R. Saunders, P. Jefferies, H. Seely, P. Pössel, and S. Lüttke, “The impact of a gamified Mobile mental health app (eQuoo) on resilience and mental health in a student population: large-scale randomized controlled trial,” JMIR Ment Health, vol. 10, p. e47285, 2023.

N. Ibrahim, A. Y. Chandra, E. M. Saari, P. Taqwa, and I. Pratama, “The Effectiveness of Web 2 . 0 Tools Training Workshop Using Canva and Figma in Developing Creative Visual Content,” Asian Journal of Assessment in Teaching and Learning, vol. 13, no. 2, pp. 35–45, 2023.

I. Nicolaidou, L. Aristeidis, and L. Lambrinos, “A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study,” Digital Health, vol. 8, p. 20552076221109060, 2022.

J. Fordham and C. Ball, “Framing mental health within digital games: an exploratory case study of Hellblade,” JMIR Mental Health, vol. 6, no. 4, p. e12432, 2019.

Y. A. S. Titis Puspitarini, Henoch Juli Christanto, “Analysis and Design of Marine Tourism Information System Using Rapid Application Development,” Journal of Information Systems and Informatics, vol. 6, no. 1, pp. 83–102, 2024, doi: 10.51519/journalisi.v6i1.645.

B. Van der Heijden et al., “Gamification in dutch businesses: An explorative case study,” Sage Open, vol. 10, no. 4, p. 2158244020972371, 2020.

K. Ofosu-Ampong, R. Boateng, T. Anning-Dorson, and E. A. Kolog, “Are we ready for Gamification? An exploratory analysis in a developing country,” Education and Information Technologies, vol. 25, no. 3, pp. 1723–1742, 2020, doi: 10.1007/s10639-019-10057-7.

W. Kunz et al., “Customer engagement in a Big Data world,” Journal of Services Marketing, vol. 31, no. 2, pp. 161–171, 2017, doi: 10.1108/JSM-10-2016-0352.

Published
2024-06-14
Abstract views: 432 times
Download PDF: 220 times
How to Cite
Prasetyaningrum, P., Ibrahim, N., Yuniasanti, R., Setyaningsih, P., & Subagyo, I. (2024). Designing Gamified Systems for Mental Health Support: An Exploratory Study. Journal of Information Systems and Informatics, 6(2), 1086-1102. https://doi.org/10.51519/journalisi.v6i2.760