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.

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Metadaten
Author:Daniel Tolks, Michael SailerORCiDGND, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus, David Horstmann
URN:urn:nbn:de:bvb:384-opus4-1090577
Frontdoor URLhttps://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)