The term gamification commonly describes the integration of game elements in non-game contexts, to increase user motivation and satisfaction. This development has gained a lot of traction in recent years and is already widely used in many different game-unrelated areas. The present thesis aims to review current gamification literature and asses its usage in digital health applications. As part of the work we present the mental health platform eSano, which offers the technological infrastructure for the creation and support of Internet- and mobile-based interventions. Furthermore, we design and implement a gamification concept based on progress bars and skills. Skills represent different types of topics and abilities a user can level during the completion of an intervention. We evaluate a first prototype of thisconcept with expert interviews and a questionnaire based on GAMEFULQUEST, which measures the perceived gamefulness of an application.
BA Abschlussvortrag, Emil Judin, Ort: Online, Datum: 18.05.2022, Zeit: 12:00 Uhr