Volltext-Downloads (blau) und Frontdoor-Views (grau)

Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults

  • The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum,The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum, 2019). Loneliness is an emotional distress caused by the lack of meaningful social connections, which affects people worldwide across all age groups, mainly young adults (Rook, 1984). The use of digital technologies has gained prominence as a means of alleviating the distress. As an example, studies have shown the benefits of using digital games both to stimulate social interactions (Steinfield, Ellison & Lampe, 2008) and to enhance the effects of digital interventions for mental health treatments, through gamification (Fleming et al., 2017). It is with these aspects in mind that the gamified app Noneliness was designed with the intention of reducing loneliness rates among young students at a German university. In addition to sharing the related works that supported the application development, this chapter also presents the aspects considered for the resource's design, its main functionalities, and the preliminary results related to the reduction of loneliness in the target audience.…zeige mehrzeige weniger

Metadaten exportieren

Weitere Dienste

Suche bei Google Scholar

Statistik

frontdoor_oas
Metadaten
Dokumentart:Konferenzveröffentlichung
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/7577
Bibliografische Angaben
Titel (Englisch):Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults
Konferenzangaben:Clash of Realities (10. : November 19-21, 2019 : Köln)
Verfasserangaben:Rogério Augusto BordiniStaff MemberORCiDGND, Oliver KornStaff MemberORCiDGND
Erscheinungsjahr:2022
Verlagsort:Bielefeld
Verlag:transcript
Erste Seite:87
Letzte Seite:102
Titel des übergeordneten Werkes (Englisch):Mental Health | Atmospheres | Video Games
Herausgeber*in:Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann
Jahrgang (Band):New Directions in Game Research II
ISBN:978-3-8394-6264-5 (PDF)
ISBN:978-3-7328-6264-1 (EPUB)
ISBN:978-3-8376-6264-1 (Print)
DOI:https://doi.org/10.14361/9783839462645-009?locatt=mode:legacy
Sprache:Englisch
Inhaltliche Informationen
Forschung:ACI - Affective and Cognitive Institute
Sammlungen der Hochschule Offenburg:Bibliografie
Freies Schlagwort / Tag:digital games; gamification; loneliness; mental health apps
Gefördert durch (Auswahl):Bundesministerium für Bildung und Forschung
Formale Angaben
Relevanz für "Jahresbericht über Forschungsleistungen":1-fach | Konferenzbeitrag
Open-Access-Status: Open Access 
Lizenz (Deutsch):License LogoCreative Commons - CC BY-SA - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International