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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.show moreshow less

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Metadaten
Document Type:Conference Proceeding
Conference Type:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/7577
Bibliografische Angaben
Title (English):Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults
Conference:Clash of Realities (10. : November 19-21, 2019 : Köln)
Author:Rogério Augusto BordiniStaff MemberORCiD, Oliver KornStaff MemberORCiDGND
Year of Publication:2022
Place of publication:Bielefeld
Publisher:transcript
First Page:87
Last Page:102
Parent Title (English):Mental Health | Atmospheres | Video Games
Editor:Jimena Aguilar Rodríguez, Federico Alvarez Igarzábal, Michael S. Debus, Curtis L. Maughan, Su-Jin Song, Miruna Vozaru, Felix Zimmermann
Volume: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
Language:English
Inhaltliche Informationen
Institutes:Forschung / ACI - Affective and Cognitive Institute
Institutes:Bibliografie
Tag:digital games; gamification; loneliness; mental health apps
Funded by (selection):Bundesministerium für Bildung und Forschung
Formale Angaben
Relevance:Konferenzbeitrag: h5-Index < 30
Open Access: Open Access 
Licence (German):License LogoCreative Commons - CC BY-SA - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International