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2018 | OriginalPaper | Chapter

Stress-Mentor: Linking Gamification and Behavior Change Theory in a Stress Management Application

Authors : Corinna A. Christmann, Alexandra Hoffmann, Gregor Zolynski, Gabriele Bleser

Published in: HCI International 2018 – Posters' Extended Abstracts

Publisher: Springer International Publishing

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Abstract

Gamification is widely accepted in mobile health applications as one way to enhance user experience. Moreover, linking gamification with insights from behavior change theory offers a promising approach to ensure user’s adherence and long-term behavior change. Gamification is, however, hardly found in current stress management applications. To close this gap in research, we present Stress-Mentor, a stress management app that realizes established behavior change techniques within an extensive gamification framework.
The main gamification elements of Stress-Mentor are an avatar, an agent, the accomplishment of regular tasks, experience points, virtual currency, and badges. These features are activated consecutively to keep the user interested. Each gamification element is linked with several behavior change techniques. The regular tasks teach a broad range of proven stress management techniques.
Stress-Mentor’s usage duration is limited by design to ensure the user’s autonomy. After the three month usage period, users should be able to apply the stress management methods in their daily life without the app. The presented gamification concept can be easily adapted for other applications to support mental and physical health.

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Metadata
Title
Stress-Mentor: Linking Gamification and Behavior Change Theory in a Stress Management Application
Authors
Corinna A. Christmann
Alexandra Hoffmann
Gregor Zolynski
Gabriele Bleser
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-319-92279-9_52