Motivating Engagement with a Wellbeing App Using Video Games and Gamification.

2017 
MindMax is a mobile wellbeing application produced by the Australian Football League Players’ Association (AFL Players), with the aim of improving the wellbeing of young Australians. The project engages a strategy of wellbeing science delivered via mobile technology while harnessing the popularity and appeal of both sports and videogames. Though the app itself provides traditional casual gameplay, the integration of the game with other elements of the app also drives engagement with the wellbeing content as well as interactions with other users. This paper reports upon the design of the application and project, as well as providing an initial evaluation of the impact of its use of games and gamification.
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