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An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process.

Vanessa Wan Sze ChengTracey A DavenportDaniel JohnsonKellie VellaJo MitchellIan B Hickie
Published in: JMIR mental health (2018)
In basing itself strongly within the AFL subculture and by incorporating gamification as well as mini-games, MindMax aimed to tackle mental health help-seeking barriers for people who enjoy AFL or video games, with a particular emphasis on men, and to provide psychoeducation on strategies to increase mental health and well-being. If MindMax is successful, this would indicate that generalizing this approach to other traditional sporting codes and even competitive video gaming leagues (esports) would be fruitful.
Keyphrases
  • mental health
  • mental illness
  • virtual reality
  • healthcare