Game Design in Mental Healthcare: A Case Study based Framework for Integrating Game Design in Therapeutic Content (Preprint)

2021 ◽  
Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Marilisa Boffo ◽  
Renske Spijkerman ◽  
Reinout Wiers ◽  
...  

UNSTRUCTURED While there has been increasing interest in the use of gamification in mental healthcare, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner which is balanced and effective. To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight four different therapeutic components that could be gamified to increase user engagement. By means of a dual-loop model, designers can balance the therapeutic and game-design components and design the core elements of a mental healthcare gamification. To support the proposed framework, four cases of game design in mental healthcare (e.g., therapeutic protocols for addiction, anxiety, and low-self-esteem) are presented.

2021 ◽  
Vol 43 (4) ◽  
pp. 31-37
Author(s):  
Cheryl Cowan ◽  
Kalyn Mumma ◽  
Johnny Nguyen ◽  
A.J. Faas

Abstract Universities and community-based organizations partner to provide benefits to students and to communities where universities are situated. We examine the core elements of a successful partnership in a case study of an ongoing collaboration between San José State University (SJSU) and Japantown Prepared, a community-based organization whose mission is to advance disaster preparedness at the household and community level within San José, California’s, historic Japantown. We demonstrate these core elements of success through a discussion of the development and execution of several projects designed to build capacity within Japantown Prepared and provide real-world experience for Organizational Studies students at SJSU. We conclude that the relationship between SJSU and Japantown Prepared meets the core elements of a successful partnership and provide further suggestions for its continued success.


Author(s):  
Nasrah Hassan Basri ◽  
Wan Adilah Wan Adnan ◽  
Hanif Baharin

The need to encourage citizens’ adoption of e-participation services has prompted an expanding enthusiasm for the evaluation of e-participation websites. The achievement of e-participation websites depends intensely on how well it is perceived by the users. E-participation is a relatively new approach, so it is important to evaluate it deliberately, in order to comprehend it better, obtain more knowledge about it and distinguish the preferences and advantages it offers, and not to overlook its disadvantages so that we can improve it. Concerning evaluation, many researchers have concentrated on infrastructure and technical issues without giving more attention to user experience as one of the core elements impacting the success or failure of e-participation websites. This paper evaluated e-participation module that located in Malaysia e-government website by utilizing think-aloud method.  Think-aloud was being utilized to gauge the perceptions of citizens in their use of e-participation.


2021 ◽  
Vol 9 (4) ◽  
pp. 41-55
Author(s):  
Ewa Manikowska ◽  
Andrzej Jakubowski

This article seeks to contribute to the current debate on the new definition of the “museum” – a debate which led to turmoil at the 2019 ICOM General Assembly in Kyoto. With reference to the case study of the Museum of the Second World War in Gdansk (MSWW), it analyses the new and very successful genre of the narrative museum, a genre which arguably fulfils the core elements of the definition currently being discussed by ICOM. In this regard, it brings into focus the paramount importance of community involvement in creating and managing narrative museums – an aspect that has been virtually absent in the academic and media debates over the nature of the MSWW and its programme. By pointing out the fragility of the foundations for such participation, based solely on trust between communities, the museum, and state authorities, this article calls for and provides guidance for an academic and institutional redefinition of the narrative museum and the institution of a museum in general.


Energies ◽  
2020 ◽  
Vol 13 (3) ◽  
pp. 552 ◽  
Author(s):  
Lucas Schmeling ◽  
Patrik Schönfeldt ◽  
Peter Klement ◽  
Steffen Wehkamp ◽  
Benedikt Hanke ◽  
...  

The planning and decision-making for a distributed energy supply concept in complex actor structures like in districts calls for the approach to be highly structured. Here, a strategy with strong use of energetic simulations is developed, the core elements are presented, and research gaps are identified. The exemplary implementation is shown using the case study of a new district on the former Oldenburg airbase in northwestern Germany. The process is divided into four consecutive phases, which are carried out with different stakeholder participation and use of different simulation tools. Based on a common objective, a superstructure of the applicable technologies is developed. Detailed planning is then carried out with the help of a multi-objective optimal sizing algorithm and Monte Carlo based risk assessment. The process ends with the operating phase, which is to guarantee a further optimal and dynamic mode of operation. The main objective of this publication is to present the core elements of the planning processes and decision-making framework based on the case study and to find and identify research gaps that will have to be addressed in the future.


Author(s):  
L. Ellam ◽  
M. Girolami ◽  
G. A. Pavliotis ◽  
A. Wilson

The building of mathematical and computer models of cities has a long history. The core elements are models of flows (spatial interaction) and the dynamics of structural evolution. In this article, we develop a stochastic model of urban structure to formally account for uncertainty arising from less predictable events. Standard practice has been to calibrate the spatial interaction models independently and to explore the dynamics through simulation. We present two significant results that will be transformative for both elements. First, we represent the structural variables through a single potential function and develop stochastic differential equations to model the evolution. Second, we show that the parameters of the spatial interaction model can be estimated from the structure alone, independently of flow data, using the Bayesian inferential framework. The posterior distribution is doubly intractable and poses significant computational challenges that we overcome using Markov chain Monte Carlo methods. We demonstrate our methodology with a case study on the London, UK, retail system.


2018 ◽  
Vol 7 (4) ◽  
pp. 279-285
Author(s):  
Wojtek Chodzko-Zajko ◽  
Erica M. Taylor ◽  
T. Gilmour Reeve

The American Kinesiology Association identified the essential core content for undergraduate kinesiology-based academic programs. The core includes 4 content elements: physical activity in health, wellness, and quality of life; scientific foundations of physical activity; cultural, historical, and philosophical dimensions of physical activity; and the practice of physical activity. This article, expanding on the development of the core, describes the 4 elements in more detail, suggests methods for assessing student learning outcomes for the core content, and provides examples of the inclusion of the core in undergraduate curricula. Finally, a case study is presented that addresses how a department revised its kinesiology curriculum using the core elements to refocus its undergraduate degree program.


Author(s):  
Lucas Schmeling ◽  
Patrik Schönfeldt ◽  
Peter Klement ◽  
Steffen Wehkamp ◽  
Benedikt Hanke ◽  
...  

The planning and decision-making for a distributed energy supply concept in complex actor structures like in districts calls for the approach to be highly structured. Here, a strategy with strong use of energetic simulations is developed, the core elements are presented and research gaps are identified. The exemplary implementation is shown using the case study of a new district on the former Oldenburg airbase in northwestern Germany. The process is divided into four consecutive phases, which are carried out with different stakeholder participation and use of different simulation tools. Based on a common objective, a superstructure of the applicable technologies is developed. Detailed planning is then carried out with the help of a multi-objective optimal sizing algorithm and Monte Carlo based risk assessment. The process ends with the operating phase, which is to guarantee a further optimal and dynamic mode of operation. The main objective of this publication is present the core elements of the planning processes and decision-making framework based on the case study and to find and identify research gaps that will have to be addressed in the future.


2017 ◽  
Vol 7 (3) ◽  
pp. 51-62
Author(s):  
Sylvester Arnab ◽  
Luca Morini ◽  
Kate Green ◽  
Alex Masters ◽  
Tyrone Bellamy-Woods

This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/collaboration to make game design and development more culturally open and accessible to staff, students and the broader informal communities surrounding the University. The paper will discuss the theoretical foundation of the GameChangers Programme, grounded in a conceptualisation of design as a holistic, modular and creative process, and in an ethos of sharing, collaborating and remixing. The paper will present the outline of the Course and the Community that constituted the core elements of the Programme, and discuss a plural showcase of a variety of outcomes from the GameChangers Community, focusing on the Programme's cultural impact and on how the Programme as a whole disrupted established notions of game based pedagogy, and the customary hierarchical relations between producers and users of learning games.


2018 ◽  
Vol 13 (3) ◽  
pp. 390-406 ◽  
Author(s):  
Junic Kim

Purpose How can a digital platform provider successfully secure users in its early stage to build an ecosystem? The purpose of this paper is to explore this issue through a case study on the deployment of the digital platform service RecordFarm and identifies the reasons behind its successful market access, overcoming the chronic chicken-egg problem in a two-sided market. Design/methodology/approach The study empirically analyses the core user groups’ diffusion and usage rates by using a susceptible-infectious-recovery model of an epidemic based on a user survey and extensive archival data from the RecordFarm database. Findings The study identifies two important early stage characteristics for a business platform to be successful: the core users’ activities on the platform are a critical element for the network’s expansion and usage, and user relationships are more important than user contents on the digital platform. Originality/value This study confirms that organic interactions through active behaviours, such as visit frequency, uploading contents, and comment activities, are core elements for a successful digital platform to settle in the market early in the face of the difficulties of a two-sided market.


Author(s):  
Jan-Paul van Staalduinen

As of yet, there is no clear relationship between game elements and deep learning. This chapter used a literature review to create an overview of 25 game elements that contribute to learning. The TOPSIM game, by TATA Interactive Systems, was used in a case study to delve into the educational impact of 16 of these game elements. Using pre-game and post-game tests, it was concluded that the students learned from the game, and that they considered the following elements to contribute to their learning: ‘action-domain-link’, ‘adaptation’, ‘debriefing’, ‘conflict’, ‘control’, ‘fantasy’, ‘goals/objectives’, ‘mystery’, and ‘safety’. These results will be used in the construction of a game-based learning model that also incorporates theory on education game design, research on educational elements and principles in games, and theory on core elements that make up all games, whether educational or entertaining.


Sign in / Sign up

Export Citation Format

Share Document