The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being
Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving...
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European Alliance for Innovation (EAI)
2017-12-01
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Online Access: | http://eudl.eu/doi/10.4108/eai.27-12-2017.153513 |
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doaj-91f57e148ed247fab2327d9de6df4f1d2020-11-25T02:55:58ZengEuropean Alliance for Innovation (EAI)EAI Endorsed Transactions on Serious Games2034-88002017-12-014131610.4108/eai.27-12-2017.153513The Impact of Gamified Social-Media Mobile Challenges on Mental Well-beingPedro Campos0pedro.campos.pt@gmail.comMental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. In this paper we present Spark, a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of the activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments. We evaluated the tool during a six-month long study where participants ranked their weekly levels of mental well-being. The results suggest there is a positive impact of the gamified challenges in the overall perception of mental well-being.http://eudl.eu/doi/10.4108/eai.27-12-2017.153513Serious GamesSocial MediaMental Well-beingMobile MediaOnline CommunitiesQualitative Methods |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Pedro Campos |
spellingShingle |
Pedro Campos The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being EAI Endorsed Transactions on Serious Games Serious Games Social Media Mental Well-being Mobile Media Online Communities Qualitative Methods |
author_facet |
Pedro Campos |
author_sort |
Pedro Campos |
title |
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being |
title_short |
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being |
title_full |
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being |
title_fullStr |
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being |
title_full_unstemmed |
The Impact of Gamified Social-Media Mobile Challenges on Mental Well-being |
title_sort |
impact of gamified social-media mobile challenges on mental well-being |
publisher |
European Alliance for Innovation (EAI) |
series |
EAI Endorsed Transactions on Serious Games |
issn |
2034-8800 |
publishDate |
2017-12-01 |
description |
Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes, and serious games have been applied in many different ways as an effective approach for improving mental well-being. In this work, we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. In this paper we present Spark, a mobile application where everyone in the world participates in a single challenge every 25 hours. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of the activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments. We evaluated the tool during a six-month long study where participants ranked their weekly levels of mental well-being. The results suggest there is a positive impact of the gamified challenges in the overall perception of mental well-being. |
topic |
Serious Games Social Media Mental Well-being Mobile Media Online Communities Qualitative Methods |
url |
http://eudl.eu/doi/10.4108/eai.27-12-2017.153513 |
work_keys_str_mv |
AT pedrocampos theimpactofgamifiedsocialmediamobilechallengesonmentalwellbeing AT pedrocampos impactofgamifiedsocialmediamobilechallengesonmentalwellbeing |
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