The next Level Project
At the NextLevel project (2014-2018), we aim to generate generic game design principles for gamification of mental health interventions. These design principles will be derived from gamifications of a set of six interventions. To ensure the generic applicability of the game design principles, the effect of the gamifications are tested by means of RCTs on a) the two main classes of intervention type that are in use in e-health (i.e. cognitive training and cognitive behavioural therapy), b) the two main categories of patient disorders (i.e. externalizing and internalizing disorders), and c) single patient factors (i.e. comorbidity, context of use, and treatment context
The Persuasive Game Design model was adopted as the theoretical framework for the Next Level project. According to this model, Gamification design is when game elements (Challange, social pressure etc.) are used to help realize aimed for transfer effects by transforming an otherwise ordinary "real world" experience to a more engaging "game world" experience to realize aimed for transfer effects.
A online web based toolkit to study the effect of different game elements
Cognitive Behavioral Training gamification based on a music rhythm game concept for tasks such as Approach Avoidance, Go-No-Go
Ready Set Goals
A goal setting game for substance abuse treatment of cannabis
COMET Zen Garden
Gamification of the Competitive Memory Training, based on a playful garden concept.
a Narrative-based gamification of the CBM-I (Interpretive Bias Training)