The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being

Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving...

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Main Author: Pedro Campos
Format: Article
Language:English
Published: European Alliance for Innovation (EAI) 2017-12-01
Series:EAI Endorsed Transactions on Serious Games
Subjects:
Online Access:http://eudl.eu/doi/10.4108/eai.27-12-2017.153513
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spelling doaj-91f57e148ed247fab2327d9de6df4f1d2020-11-25T02:55:58ZengEuropean Alliance for Innovation (EAI)EAI Endorsed Transactions on Serious Games2034-88002017-12-014131610.4108/eai.27-12-2017.153513The Impact of Gamified Social-Media Mobile Challenges on Mental Well-beingPedro Campos0pedro.campos.pt@gmail.comMental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. In this paper we present Spark, a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of the activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments. We evaluated the tool during a six-month long study where participants ranked their weekly levels of mental well-being. The results suggest there is a positive impact of the gamified challenges in the overall perception of mental well-being.http://eudl.eu/doi/10.4108/eai.27-12-2017.153513Serious GamesSocial MediaMental Well-beingMobile MediaOnline CommunitiesQualitative Methods
collection DOAJ
language English
format Article
sources DOAJ
author Pedro Campos
spellingShingle Pedro Campos
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
EAI Endorsed Transactions on Serious Games
Serious Games
Social Media
Mental Well-being
Mobile Media
Online Communities
Qualitative Methods
author_facet Pedro Campos
author_sort Pedro Campos
title The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
title_short The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
title_full The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
title_fullStr The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
title_full_unstemmed The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
title_sort impact of gamified social-media mobile challenges on mental well-being
publisher European Alliance for Innovation (EAI)
series EAI Endorsed Transactions on Serious Games
issn 2034-8800
publishDate 2017-12-01
description Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. In this paper we present Spark, a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of the activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments. We evaluated the tool during a six-month long study where participants ranked their weekly levels of mental well-being. The results suggest there is a positive impact of the gamified challenges in the overall perception of mental well-being.
topic Serious Games
Social Media
Mental Well-being
Mobile Media
Online Communities
Qualitative Methods
url http://eudl.eu/doi/10.4108/eai.27-12-2017.153513
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