ONYA - the wellbeing game: how to use gamification to promote wellbeing
- 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.
Author: | Daniel Tolks, Michael SailerORCiDGND, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus, David Horstmann |
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URN: | urn:nbn:de:bvb:384-opus4-1090577 |
Frontdoor URL | https://opus.bibliothek.uni-augsburg.de/opus4/109057 |
ISSN: | 2078-2489OPAC |
Parent Title (English): | Information |
Publisher: | MDPI AG |
Type: | Article |
Language: | English |
Year of first Publication: | 2019 |
Publishing Institution: | Universität Augsburg |
Release Date: | 2023/11/10 |
Tag: | Information Systems |
Volume: | 10 |
Issue: | 2 |
First Page: | 58 |
DOI: | https://doi.org/10.3390/info10020058 |
Institutes: | Philosophisch-Sozialwissenschaftliche Fakultät |
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung | |
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung / Lehrstuhl für Learning Analytics and Educational Data Mining | |
Dewey Decimal Classification: | 3 Sozialwissenschaften / 37 Bildung und Erziehung / 370 Bildung und Erziehung |
Licence (German): | CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand) |