BILLY DUVALLE

®2024

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Hugi: Gamified Mental Health Application

Hugi: Gamified Mental Health Application

Hugi: Gamified Mental Health Application

Mental health issues are a significant challenge today, with many individuals unable to receive necessary treatments. In this project, we aimed to address this problem by creating an accessible serious game that combines educational content with gamified elements. The application was developed based on gaps in existing solutions, research on mental health, responses from an informal interview, investigation of the target group, and applied theories from analytical frameworks.

Mental health issues are a significant challenge today, with many individuals unable to receive necessary treatments. In this project, we aimed to address this problem by creating an accessible serious game that combines educational content with gamified elements. The application was developed based on gaps in existing solutions, research on mental health, responses from an informal interview, investigation of the target group, and applied theories from analytical frameworks.

Mental health issues are a significant challenge today, with many individuals unable to receive necessary treatments. In this project, we aimed to address this problem by creating an accessible serious game that combines educational content with gamified elements. The application was developed based on gaps in existing solutions, research on mental health, responses from an informal interview, investigation of the target group, and applied theories from analytical frameworks.

Mental health issues are a significant challenge today, with many individuals unable to receive necessary treatments. In this project, we aimed to address this problem by creating an accessible serious game that combines educational content with gamified elements. The application was developed based on gaps in existing solutions, research on mental health, responses from an informal interview, investigation of the target group, and applied theories from analytical frameworks.

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Course

IMT4307 Introduction to Research in Serious Games and Gamification

Year

2024 Spring

Year

2024 Spring

Year

2024 Spring

keywords

Mental Health Serious Games Game Design Concept Design

keywords

Mental Health Serious Games Game Design Concept Design

keywords

Mental Health Serious Games Game Design Concept Design

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia Sophie Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia Sophie Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia Sophie Thorshaug

Software
Software
Software
Software

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia Sophie Thorshaug

The Team

Maja H. Moe, Henriette G. Schjelderup, & Pia Sophie Thorshaug

A person holding a phone displaying the Hugi-app.

Project Overview

Project Overview

Project Overview

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

Target Group

According to a report by Folkehelseinstituttet (Bang, 2024), there has been a significant increase between 2011 and 2022 in the proportion of Norwegian girls aged 16–24 with anxiety disorders. Among girls aged 20–24, the proportion has increased from 1.6 percent in 2011, to 3.8 percent in 2022. See figure 2 for graph. Findings from a report by Making Caring Common (Weissbourd et al., 2023), a project of the Harvard Graduate School of Education, indicate that 36 percent of young adults who responded to the survey reported experiencing anxiety, compared to 18 percent of teens. Nearly three out of five young adults also reported that they lacked meaning or purpose in life. Based on this, we decided to target young adults. Specifically, young adults are motivated to improve their quality of life by tackling their mental health issues.

Target Group

According to a report by Folkehelseinstituttet (Bang, 2024), there has been a significant increase between 2011 and 2022 in the proportion of Norwegian girls aged 16–24 with anxiety disorders. Among girls aged 20–24, the proportion has increased from 1.6 percent in 2011, to 3.8 percent in 2022. See figure 2 for graph. Findings from a report by Making Caring Common (Weissbourd et al., 2023), a project of the Harvard Graduate School of Education, indicate that 36 percent of young adults who responded to the survey reported experiencing anxiety, compared to 18 percent of teens. Nearly three out of five young adults also reported that they lacked meaning or purpose in life. Based on this, we decided to target young adults. Specifically, young adults are motivated to improve their quality of life by tackling their mental health issues.

Target Group

According to a report by Folkehelseinstituttet (Bang, 2024), there has been a significant increase between 2011 and 2022 in the proportion of Norwegian girls aged 16–24 with anxiety disorders. Among girls aged 20–24, the proportion has increased from 1.6 percent in 2011, to 3.8 percent in 2022. See figure 2 for graph. Findings from a report by Making Caring Common (Weissbourd et al., 2023), a project of the Harvard Graduate School of Education, indicate that 36 percent of young adults who responded to the survey reported experiencing anxiety, compared to 18 percent of teens. Nearly three out of five young adults also reported that they lacked meaning or purpose in life. Based on this, we decided to target young adults. Specifically, young adults are motivated to improve their quality of life by tackling their mental health issues.

Mission & Vision

Our vision is a society where every individual, regardless of their circumstances, has easy access to mental health resources to support their wellness journey. To achieve this, our mission was to create a mobile app that merged educational and gamified elements. This app will help players learn various techniques and apply them in their day-to-day lives. Our goal was to design a user-friendly app that would improve mental health management among young adults by offering a free and accessible platform.

Mission & Vision

Our vision is a society where every individual, regardless of their circumstances, has easy access to mental health resources to support their wellness journey. To achieve this, our mission was to create a mobile app that merged educational and gamified elements. This app will help players learn various techniques and apply them in their day-to-day lives. Our goal was to design a user-friendly app that would improve mental health management among young adults by offering a free and accessible platform.

Mission & Vision

Our vision is a society where every individual, regardless of their circumstances, has easy access to mental health resources to support their wellness journey. To achieve this, our mission was to create a mobile app that merged educational and gamified elements. This app will help players learn various techniques and apply them in their day-to-day lives. Our goal was to design a user-friendly app that would improve mental health management among young adults by offering a free and accessible platform.

Our Solution

As the use of gamification can be effective as a stand-alone or a part of psychotherapy and engage people with mental illness and promote treatment outcomes, we wanted to delve deeper into this topic. (Eichenberg and Schott, 2017; Fitzgerald and Ratcliffe, 2019) Our solution is an accessible serious game that combines educational content with gamified elements. The result of this was Hugi, an app designed to educate users about anxiety management and guide them on their mental wellness journey.

Our Solution

As the use of gamification can be effective as a stand-alone or a part of psychotherapy and engage people with mental illness and promote treatment outcomes, we wanted to delve deeper into this topic. (Eichenberg and Schott, 2017; Fitzgerald and Ratcliffe, 2019) Our solution is an accessible serious game that combines educational content with gamified elements. The result of this was Hugi, an app designed to educate users about anxiety management and guide them on their mental wellness journey.

Our Solution

As the use of gamification can be effective as a stand-alone or a part of psychotherapy and engage people with mental illness and promote treatment outcomes, we wanted to delve deeper into this topic. (Eichenberg and Schott, 2017; Fitzgerald and Ratcliffe, 2019) Our solution is an accessible serious game that combines educational content with gamified elements. The result of this was Hugi, an app designed to educate users about anxiety management and guide them on their mental wellness journey.

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Bartle's Player Types

To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

Bartle's Player Types

To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

MDA Framework

A framework we have integrated into our app is the MDA analytical framework, which stands for Mechanics, Dynamics, and Aesthetics. The MDA framework provides a structured approach for analyzing and designing games, aiming to achieve specific goals and create desired player experiences. By considering both the designer and player perspectives, we can better understand how changes in one layer may impact others. This approach encourages experience-driven design, where the focus is on crafting immersive and emotionally engaging gameplay experiences (Hunicke, LeBlanc, & Zubek, 2004).

MDA Framework

A framework we have integrated into our app is the MDA analytical framework, which stands for Mechanics, Dynamics, and Aesthetics. The MDA framework provides a structured approach for analyzing and designing games, aiming to achieve specific goals and create desired player experiences. By considering both the designer and player perspectives, we can better understand how changes in one layer may impact others. This approach encourages experience-driven design, where the focus is on crafting immersive and emotionally engaging gameplay experiences (Hunicke, LeBlanc, & Zubek, 2004).

Self-Determination Theory

In our app, we have also integrated principles from the Self-Determination Theory (SDT), a theory of motivation, to ensure that players’ fundamental psychological needs are met. Self-determination theory suggests that humans possess three basic psychological needs: autonomy, competence, and relatedness, all of which are essential for personal growth and development. SDT principles can be integrated into game design to enhance the appeal and promote more playful interactions. SDT also offers quality evaluation of player experience and creates interactive systems that motivate people to engage with purposes beyond entertainment (Tyack & Mekler, 2020).

Self-Determination Theory

In our app, we have also integrated principles from the Self-Determination Theory (SDT), a theory of motivation, to ensure that players’ fundamental psychological needs are met. Self-determination theory suggests that humans possess three basic psychological needs: autonomy, competence, and relatedness, all of which are essential for personal growth and development. SDT principles can be integrated into game design to enhance the appeal and promote more playful interactions. SDT also offers quality evaluation of player experience and creates interactive systems that motivate people to engage with purposes beyond entertainment (Tyack & Mekler, 2020).

Low-Fidelity Prototype

To get an idea of how the app's design could be, we started by compiling all our ideas into a quick, low-fi prototype. General game mechanics were assembled to create an app layout that would give us a better sense of the structure and identify which functions were more important than others.

Low-Fidelity Prototype

To get an idea of how the app's design could be, we started by compiling all our ideas into a quick, low-fi prototype. General game mechanics were assembled to create an app layout that would give us a better sense of the structure and identify which functions were more important than others.

Bartle's Player Types
Bartle's Player Types
MDA Framework
Self Determination Theory
Low-Fidelity Prototype
MDA Framweork
MDA Framweork
Self-Determination Theory
Self-Determination Theory
Low-Fidelity Prototype
Low-Fidelity Prototype

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Bartle's Player Types

Read More

To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

Bartle's Player Types

Read More

To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

MDA Framework
MDA Framework

Read More

A framework we have integrated into our app is the MDA analytical framework, which stands for Mechanics, Dynamics, and Aesthetics. The MDA framework provides a structured approach for analyzing and designing games, aiming to achieve specific goals and create desired player experiences. By considering both the designer and player perspectives, we can better understand how changes in one layer may impact others. This approach encourages experience-driven design, where the focus is on crafting immersive and emotionally engaging gameplay experiences (Hunicke, LeBlanc, & Zubek, 2004).

Self-Determination Theory
Self-Determination Theory

Read More

In our app, we have also integrated principles from the Self-Determination Theory (SDT), a theory of motivation, to ensure that players’ fundamental psychological needs are met. Self-determination theory suggests that humans possess three basic psychological needs: autonomy, competence, and relatedness, all of which are essential for personal growth and development. SDT principles can be integrated into game design to enhance the appeal and promote more playful interactions. SDT also offers quality evaluation of player experience and creates interactive systems that motivate people to engage with purposes beyond entertainment (Tyack & Mekler, 2020).

Low-Fidelity Prototype
Low-Fidelity Prototype

Read More

To get an idea of how the app's design could be, we started by compiling all our ideas into a quick, low-fi prototype. General game mechanics were assembled to create an app layout that would give us a better sense of the structure and identify which functions were more important than others.

The Solution

The Solution

The Solution

The Solution

Hugi is an application bridging educational resources and mental health management tools, guiding individuals on their mental health journey. It incorporates gamified elements that promote encouragement, which can help users manage their mental health more effectively and establish healthy habits. The app is designed to be interactive and engaging, making the process of learning and using mental health strategies more accessible and easier for a wide range of users.
Hugi is an application bridging educational resources and mental health management tools, guiding individuals on their mental health journey. It incorporates gamified elements that promote encouragement, which can help users manage their mental health more effectively and establish healthy habits. The app is designed to be interactive and engaging, making the process of learning and using mental health strategies more accessible and easier for a wide range of users.
Hugi is an application bridging educational resources and mental health management tools, guiding individuals on their mental health journey. It incorporates gamified elements that promote encouragement, which can help users manage their mental health more effectively and establish healthy habits. The app is designed to be interactive and engaging, making the process of learning and using mental health strategies more accessible and easier for a wide range of users.
Hugi is an application bridging educational resources and mental health management tools, guiding individuals on their mental health journey. It incorporates gamified elements that promote encouragement, which can help users manage their mental health more effectively and establish healthy habits. The app is designed to be interactive and engaging, making the process of learning and using mental health strategies more accessible and easier for a wide range of users.
Game System Architecture

To visualize the game system's architecture, the group created a sitemap that included both functionality and game elements. This mapping illustrates the relationship between the different pages prototyped and their connection to additional functions and gamified elements.

Game System Architecture

To visualize the game system's architecture, the group created a sitemap that included both functionality and game elements. This mapping illustrates the relationship between the different pages prototyped and their connection to additional functions and gamified elements.

Game System Architecture

To visualize the game system's architecture, the group created a sitemap that included both functionality and game elements. This mapping illustrates the relationship between the different pages prototyped and their connection to additional functions and gamified elements.

Game System Architecture

To visualize the game system's architecture, the group created a sitemap that included both functionality and game elements. This mapping illustrates the relationship between the different pages prototyped and their connection to additional functions and gamified elements.

Visual Identity

Visual Identity

Visual Identity

Visual Identity

The visual design aimed to evoke a sense of calmness and safety, utilizing a soothing and relaxing color scheme that included low-saturated colors, as well as design elements with rounded and friendly shapes. The interface was perceived by one of the people who tested Hugi as cute and game-like, reinforcing a positive and engaging atmosphere.
The visual design aimed to evoke a sense of calmness and safety, utilizing a soothing and relaxing color scheme that included low-saturated colors, as well as design elements with rounded and friendly shapes. The interface was perceived by one of the people who tested Hugi as cute and game-like, reinforcing a positive and engaging atmosphere.
The visual design aimed to evoke a sense of calmness and safety, utilizing a soothing and relaxing color scheme that included low-saturated colors, as well as design elements with rounded and friendly shapes. The interface was perceived by one of the people who tested Hugi as cute and game-like, reinforcing a positive and engaging atmosphere.
The visual design aimed to evoke a sense of calmness and safety, utilizing a soothing and relaxing color scheme that included low-saturated colors, as well as design elements with rounded and friendly shapes. The interface was perceived by one of the people who tested Hugi as cute and game-like, reinforcing a positive and engaging atmosphere.
The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

The Name

The name we chose for the application was Hugi, which originates from Norse mythology and means "mind" or "thoughts.” Hugi represents both the app itself and its mascot, which was added to the application to bring friendliness to the app and serve as what we have referred to as the users’ cheerleader.

References

Bang, L. (2024). Psykiske plager og lidelser hos barn og unge . Retrieved from Folkehelseinstituttet: https://www.fhi.no/he/folkehelserapporten/psykisk-helse/psykisk-helse-hos-barn-og-unge/?term=#angstlidelser Eichenberg, C. and Schott, M. (2017). Serious Games for Psychotherapy: A Systematic Review. Games for Health Journal, 6(3), pp.127–135. doi:https://doi.org/10.1089/g4h.2016.0068. (Accessed: 22.04.24) Fitzgerald, M. and Ratcliffe, G. (2019). Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatric Services, 71(2), p.appi.ps.2018005. doi:https://doi.org/10.1176/appi.ps.201800567. (Accessed: 22.04.24) Hunicke, R. LeBlanc, M. Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report 1. Available at: https://users.cs.northwestern.edu/~hunicke/MDA.pdf Tyack, A., & Mekler, E. D. (2020). Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. 1–22. ISBN: 9781450367080. doi:10.1145/3313831.3376723. Weissbourd, R., Batanova, M., McIntyre, J., Torres, E., Irving, S., Eskander, S., & Bhai, K. (2023, October). On Edge: Understanding and Preventing Young Adults’ Mental Health Challenges. Retrieved from Making Caring Common: https://static1.squarespace.com/static/5b7c56e255b02c683659fe43/t/6537db8894f0802b6480d38e/1698159503140/On+Edge_FINAL.pdf World Health Organization (2023) Anxiety disorders. Available at: https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders (Accessed: 11.02.24)

References

Bang, L. (2024). Psykiske plager og lidelser hos barn og unge . Retrieved from Folkehelseinstituttet: https://www.fhi.no/he/folkehelserapporten/psykisk-helse/psykisk-helse-hos-barn-og-unge/?term=#angstlidelser Eichenberg, C. and Schott, M. (2017). Serious Games for Psychotherapy: A Systematic Review. Games for Health Journal, 6(3), pp.127–135. doi:https://doi.org/10.1089/g4h.2016.0068. (Accessed: 22.04.24) Fitzgerald, M. and Ratcliffe, G. (2019). Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatric Services, 71(2), p.appi.ps.2018005. doi:https://doi.org/10.1176/appi.ps.201800567. (Accessed: 22.04.24) Hunicke, R. LeBlanc, M. Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report 1. Available at: https://users.cs.northwestern.edu/~hunicke/MDA.pdf Tyack, A., & Mekler, E. D. (2020). Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. 1–22. ISBN: 9781450367080. doi:10.1145/3313831.3376723. Weissbourd, R., Batanova, M., McIntyre, J., Torres, E., Irving, S., Eskander, S., & Bhai, K. (2023, October). On Edge: Understanding and Preventing Young Adults’ Mental Health Challenges. Retrieved from Making Caring Common: https://static1.squarespace.com/static/5b7c56e255b02c683659fe43/t/6537db8894f0802b6480d38e/1698159503140/On+Edge_FINAL.pdf World Health Organization (2023) Anxiety disorders. Available at: https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders (Accessed: 11.02.24)

References

Bang, L. (2024). Psykiske plager og lidelser hos barn og unge . Retrieved from Folkehelseinstituttet: https://www.fhi.no/he/folkehelserapporten/psykisk-helse/psykisk-helse-hos-barn-og-unge/?term=#angstlidelser Eichenberg, C. and Schott, M. (2017). Serious Games for Psychotherapy: A Systematic Review. Games for Health Journal, 6(3), pp.127–135. doi:https://doi.org/10.1089/g4h.2016.0068. (Accessed: 22.04.24) Fitzgerald, M. and Ratcliffe, G. (2019). Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatric Services, 71(2), p.appi.ps.2018005. doi:https://doi.org/10.1176/appi.ps.201800567. (Accessed: 22.04.24) Hunicke, R. LeBlanc, M. Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report 1. Available at: https://users.cs.northwestern.edu/~hunicke/MDA.pdf Tyack, A., & Mekler, E. D. (2020). Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. 1–22. ISBN: 9781450367080. doi:10.1145/3313831.3376723. Weissbourd, R., Batanova, M., McIntyre, J., Torres, E., Irving, S., Eskander, S., & Bhai, K. (2023, October). On Edge: Understanding and Preventing Young Adults’ Mental Health Challenges. Retrieved from Making Caring Common: https://static1.squarespace.com/static/5b7c56e255b02c683659fe43/t/6537db8894f0802b6480d38e/1698159503140/On+Edge_FINAL.pdf World Health Organization (2023) Anxiety disorders. Available at: https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders (Accessed: 11.02.24)

References

Bang, L. (2024). Psykiske plager og lidelser hos barn og unge . Retrieved from Folkehelseinstituttet: https://www.fhi.no/he/folkehelserapporten/psykisk-helse/psykisk-helse-hos-barn-og-unge/?term=#angstlidelser Eichenberg, C. and Schott, M. (2017). Serious Games for Psychotherapy: A Systematic Review. Games for Health Journal, 6(3), pp.127–135. doi:https://doi.org/10.1089/g4h.2016.0068. (Accessed: 22.04.24) Fitzgerald, M. and Ratcliffe, G. (2019). Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatric Services, 71(2), p.appi.ps.2018005. doi:https://doi.org/10.1176/appi.ps.201800567. (Accessed: 22.04.24) Hunicke, R. LeBlanc, M. Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report 1. Available at: https://users.cs.northwestern.edu/~hunicke/MDA.pdf Tyack, A., & Mekler, E. D. (2020). Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. 1–22. ISBN: 9781450367080. doi:10.1145/3313831.3376723. Weissbourd, R., Batanova, M., McIntyre, J., Torres, E., Irving, S., Eskander, S., & Bhai, K. (2023, October). On Edge: Understanding and Preventing Young Adults’ Mental Health Challenges. Retrieved from Making Caring Common: https://static1.squarespace.com/static/5b7c56e255b02c683659fe43/t/6537db8894f0802b6480d38e/1698159503140/On+Edge_FINAL.pdf World Health Organization (2023) Anxiety disorders. Available at: https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders (Accessed: 11.02.24)

References

Bang, L. (2024). Psykiske plager og lidelser hos barn og unge . Retrieved from Folkehelseinstituttet: https://www.fhi.no/he/folkehelserapporten/psykisk-helse/psykisk-helse-hos-barn-og-unge/?term=#angstlidelser Eichenberg, C. and Schott, M. (2017). Serious Games for Psychotherapy: A Systematic Review. Games for Health Journal, 6(3), pp.127–135. doi:https://doi.org/10.1089/g4h.2016.0068. (Accessed: 22.04.24) Fitzgerald, M. and Ratcliffe, G. (2019). Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatric Services, 71(2), p.appi.ps.2018005. doi:https://doi.org/10.1176/appi.ps.201800567. (Accessed: 22.04.24) Hunicke, R. LeBlanc, M. Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop - Technical Report 1. Available at: https://users.cs.northwestern.edu/~hunicke/MDA.pdf Tyack, A., & Mekler, E. D. (2020). Self-Determination Theory in HCI Games Research: Current Uses and Open Questions. 1–22. ISBN: 9781450367080. doi:10.1145/3313831.3376723. Weissbourd, R., Batanova, M., McIntyre, J., Torres, E., Irving, S., Eskander, S., & Bhai, K. (2023, October). On Edge: Understanding and Preventing Young Adults’ Mental Health Challenges. Retrieved from Making Caring Common: https://static1.squarespace.com/static/5b7c56e255b02c683659fe43/t/6537db8894f0802b6480d38e/1698159503140/On+Edge_FINAL.pdf World Health Organization (2023) Anxiety disorders. Available at: https://www.who.int/news-room/fact-sheets/detail/anxiety-disorders (Accessed: 11.02.24)

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Process

Several methods were used during this project, ranging from analytical to theory-based methodologies. These methodologies encompass data collection, Benchmark Analysis, Persona and Scenario Creation, Bartle’s player types, MDA Framework, Self-Determination Theory, Flow, VARK (Learning Style), Game System Architecture, Prototyping (Low- and High-fidelity), and User testing. A selection of them is presented on this page.

Bartle's Player Types

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To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

Bartle's Player Types

Read More

To create a serious game that is most suitable for the target audience and the application's purpose, it is essential to identify the types of players who will engage with the app. The British writer and researcher Richard Bartle created a model that categorizes players into four distinct types: killers, achievers, socializers, and explorers. The collector aligns with the target group, as Hugi is designed for young adults who aim to enhance their mental health by achieving objectives within the app. Therefore, it is necessary to add elements that appeal to them within the application.

MDA Framework

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A framework we have integrated into our app is the MDA analytical framework, which stands for Mechanics, Dynamics, and Aesthetics. The MDA framework provides a structured approach for analyzing and designing games, aiming to achieve specific goals and create desired player experiences. By considering both the designer and player perspectives, we can better understand how changes in one layer may impact others. This approach encourages experience-driven design, where the focus is on crafting immersive and emotionally engaging gameplay experiences (Hunicke, LeBlanc, & Zubek, 2004).

MDA Framework

Read More

A framework we have integrated into our app is the MDA analytical framework, which stands for Mechanics, Dynamics, and Aesthetics. The MDA framework provides a structured approach for analyzing and designing games, aiming to achieve specific goals and create desired player experiences. By considering both the designer and player perspectives, we can better understand how changes in one layer may impact others. This approach encourages experience-driven design, where the focus is on crafting immersive and emotionally engaging gameplay experiences (Hunicke, LeBlanc, & Zubek, 2004).

Self-Determination Theory

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In our app, we have also integrated principles from the Self-Determination Theory (SDT), a theory of motivation, to ensure that players’ fundamental psychological needs are met. Self-determination theory suggests that humans possess three basic psychological needs: autonomy, competence, and relatedness, all of which are essential for personal growth and development. SDT principles can be integrated into game design to enhance the appeal and promote more playful interactions. SDT also offers quality evaluation of player experience and creates interactive systems that motivate people to engage with purposes beyond entertainment (Tyack & Mekler, 2020).

Self-Determination Theory

Read More

In our app, we have also integrated principles from the Self-Determination Theory (SDT), a theory of motivation, to ensure that players’ fundamental psychological needs are met. Self-determination theory suggests that humans possess three basic psychological needs: autonomy, competence, and relatedness, all of which are essential for personal growth and development. SDT principles can be integrated into game design to enhance the appeal and promote more playful interactions. SDT also offers quality evaluation of player experience and creates interactive systems that motivate people to engage with purposes beyond entertainment (Tyack & Mekler, 2020).

Low-Fidelity Prototype

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To get an idea of how the app's design could be, we started by compiling all our ideas into a quick, low-fi prototype. General game mechanics were assembled to create an app layout that would give us a better sense of the structure and identify which functions were more important than others.

Low-Fidelity Prototype

Read More

To get an idea of how the app's design could be, we started by compiling all our ideas into a quick, low-fi prototype. General game mechanics were assembled to create an app layout that would give us a better sense of the structure and identify which functions were more important than others.

Project Overview

Project Overview

Our Solution

As the use of gamification can be effective as a stand-alone or a part of psychotherapy and engage people with mental illness and promote treatment outcomes, we wanted to delve deeper into this topic. (Eichenberg and Schott, 2017; Fitzgerald and Ratcliffe, 2019) Our solution is an accessible serious game that combines educational content with gamified elements. The result of this was Hugi, an app designed to educate users about anxiety management and guide them on their mental wellness journey.

Our Solution

As the use of gamification can be effective as a stand-alone or a part of psychotherapy and engage people with mental illness and promote treatment outcomes, we wanted to delve deeper into this topic. (Eichenberg and Schott, 2017; Fitzgerald and Ratcliffe, 2019) Our solution is an accessible serious game that combines educational content with gamified elements. The result of this was Hugi, an app designed to educate users about anxiety management and guide them on their mental wellness journey.

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

The Problem

Norway is among other countries that struggle with providing sufficient treatment for people battling mental disorders. A total of 1 in 4 people with an anxiety disorder do not receive the treatment needed. It is therefore a need for more resources that can provide efficient treatment to people with mental disorders. (World Health Organization, 2023)

Target Group

According to a report by Folkehelseinstituttet (Bang, 2024), there has been a significant increase between 2011 and 2022 in the proportion of Norwegian girls aged 16–24 with anxiety disorders. Among girls aged 20–24, the proportion has increased from 1.6 percent in 2011, to 3.8 percent in 2022. See figure 2 for graph. Findings from a report by Making Caring Common (Weissbourd et al., 2023), a project of the Harvard Graduate School of Education, indicate that 36 percent of young adults who responded to the survey reported experiencing anxiety, compared to 18 percent of teens. Nearly three out of five young adults also reported that they lacked meaning or purpose in life. Based on this, we decided to target young adults. Specifically, young adults are motivated to improve their quality of life by tackling their mental health issues.

Target Group

According to a report by Folkehelseinstituttet (Bang, 2024), there has been a significant increase between 2011 and 2022 in the proportion of Norwegian girls aged 16–24 with anxiety disorders. Among girls aged 20–24, the proportion has increased from 1.6 percent in 2011, to 3.8 percent in 2022. See figure 2 for graph. Findings from a report by Making Caring Common (Weissbourd et al., 2023), a project of the Harvard Graduate School of Education, indicate that 36 percent of young adults who responded to the survey reported experiencing anxiety, compared to 18 percent of teens. Nearly three out of five young adults also reported that they lacked meaning or purpose in life. Based on this, we decided to target young adults. Specifically, young adults are motivated to improve their quality of life by tackling their mental health issues.

Mission & Vision

Our vision is a society where every individual, regardless of their circumstances, has easy access to mental health resources to support their wellness journey. To achieve this, our mission was to create a mobile app that merged educational and gamified elements. This app will help players learn various techniques and apply them in their day-to-day lives. Our goal was to design a user-friendly app that would improve mental health management among young adults by offering a free and accessible platform.

Mission & Vision

Our vision is a society where every individual, regardless of their circumstances, has easy access to mental health resources to support their wellness journey. To achieve this, our mission was to create a mobile app that merged educational and gamified elements. This app will help players learn various techniques and apply them in their day-to-day lives. Our goal was to design a user-friendly app that would improve mental health management among young adults by offering a free and accessible platform.