The Design and Application of Game Rewards in Youth Addiction Care

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...

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Main Authors: Marierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman
Format: Article
Language:English
Published: MDPI AG 2019-04-01
Series:Information
Subjects:
Online Access:https://www.mdpi.com/2078-2489/10/4/126
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spelling doaj-7e9ffbb5ae50430dab53cedfaa589a1b2020-11-24T22:15:57ZengMDPI AGInformation2078-24892019-04-0110412610.3390/info10040126info10040126The Design and Application of Game Rewards in Youth Addiction CareMarierose M. M. van Dooren0Valentijn T. Visch1Renske Spijkerman2Faculty of Industrial Design Engineering, Delft University of Technology, 2628 CE Delft, The NetherlandsFaculty of Industrial Design Engineering, Delft University of Technology, 2628 CE Delft, The NetherlandsParnassia Addiction Research Centre (PARC), Brijder Jeugd, Parnassia Group, 2512 HN The Hague, The NetherlandsDifferent 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.https://www.mdpi.com/2078-2489/10/4/126gamificationplay persistencereward typesaddictionyouthpersuasive game design
collection DOAJ
language English
format Article
sources DOAJ
author Marierose M. M. van Dooren
Valentijn T. Visch
Renske Spijkerman
spellingShingle Marierose M. M. van Dooren
Valentijn T. Visch
Renske Spijkerman
The Design and Application of Game Rewards in Youth Addiction Care
Information
gamification
play persistence
reward types
addiction
youth
persuasive game design
author_facet Marierose M. M. van Dooren
Valentijn T. Visch
Renske Spijkerman
author_sort Marierose M. M. van Dooren
title The Design and Application of Game Rewards in Youth Addiction Care
title_short The Design and Application of Game Rewards in Youth Addiction Care
title_full The Design and Application of Game Rewards in Youth Addiction Care
title_fullStr The Design and Application of Game Rewards in Youth Addiction Care
title_full_unstemmed The Design and Application of Game Rewards in Youth Addiction Care
title_sort design and application of game rewards in youth addiction care
publisher MDPI AG
series Information
issn 2078-2489
publishDate 2019-04-01
description 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.
topic gamification
play persistence
reward types
addiction
youth
persuasive game design
url https://www.mdpi.com/2078-2489/10/4/126
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