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ONYA - The Wellbeing Game: How to Use Gamification to Promote Wellbeing

    Research output: Journal contributionsJournal articlesResearchpeer-review

    16 Citations (Scopus)

    Abstract

    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 'TheWellbeing 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.

    Original languageEnglish
    Article number58
    JournalInformation
    Volume10
    Issue number2
    Number of pages7
    ISSN2078-2489
    DOIs
    Publication statusPublished - 12.02.2019

    Bibliographical note

    Funding Information:
    Funding: The project is funded by the Federal Centre for Health Education within the German Federal Ministry of Health.

    Publisher Copyright:
    © 2019 by the authors.

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 3 - Good Health and Well-being
      SDG 3 Good Health and Well-being

    Research areas and keywords

    • Health sciences
    • E-health
    • Gamification
    • Health
    • Mental health
    • self-determination theory
    • Wellbeing
    • Wellbeing game

    ASJC Scopus Subject Areas

    • Information Systems

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