Author:
Gavin Jacob,Barnes Steven
Abstract
Purpose
The purpose of this paper is to outline a research protocol for an initial investigation into the efficacy of an early-development gamified intervention (“Wellbeing Town”) designed with potential end-users with the aim of improving adult wellbeing. Rationale for the proposed research is discussed along with a summary of the planned methodological approach.
Design/methodology/approach
Preliminary evaluation of “Wellbeing Town” is proposed to begin using a quasi-experiment, pre- vs post-intervention repeated-measures design with follow-up. Evaluation of changes in self-reported wellbeing will be supplemented with an investigation into the extent of self-directed play between post-intervention and follow-up, and its implications for follow-up outcome.
Findings
As this paper represents a protocol for future evaluation, no data is reported presently. The authors present the protocol for data analysis.
Originality/value
Once concluded, this study represents an initial evaluation of a gamified tool for adult wellbeing designed in conjunction with potential end-users. Should the game elicit significant improvements to wellbeing when played, proposals for further evaluation and possible future scalability are presented.
Subject
Health (social science),Pshychiatric Mental Health,Psychiatry and Mental health
Reference67 articles.
1. Abdallah, S., Main, G., People, L., …. Rees, G. (2014), “Ways to wellbeing: exploring the links between children’s activities and their subjective wellbeing”, The Children’s Society. Report. The Children's Society, London.
2. Economic burden of the therapeutic management of mental illnesses and its effect on household purchasing power;Plos One,2018
3. Transgender youth and social support: a survey study on the effects of good relationships on well-being and mental health;YOUNG,2020
4. Digital game-based learning and serious games in education;International Journal of Advances in Scientific Research and Engineering,2018