The Journal Club series is presented by the CORE Group SBC Working Group.
- Katrina Mitchell, Picture Impact
Apps and other smart tech interfaces are not the only way to use gamification in behavior change, but are the most studied examples of gamification in health and wellbeing. In this journal discussion we will look at the specific example of a substance abuse and relationship violence prevention web tablet app for youth, the use of gamification concepts and how they were applied to the behavior change challenge, and potentials for application in other contexts (e.g., low-resource, low-tech, adult audience).
Additionally, since gamification is a newer concept to many, Section 1 and Section 5 of the meta analysis, “Gamification for health and wellbeing: A systematic review of the literature” provides discussion on concepts of gamification in health and well being and may be a welcome reference.
Schoech, D., Boyas, J., Black, B., & Elias-Lambert, N. (2013). Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths. Journal of Technology in Human Services. 31. 197-217. 10.1080/15228835.2013.812512.
Johnson, D., Deterding, S., Kuhn, K., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. doi:10.1016/j.invent.2016.10.002