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INTRODUCTION TO
GAMIFICATION
ALIREZA RANJBAR SHOURABI
LET’S SEE WHAT IS GAMIFICATIONAND IF IT’S OF ANY USE OR APPLICATION FOR MENTAL HEALTH
@ARSHOURABI
2
Alireza Ranjbar Shourabi
CEO – Designer - Guru
3
4
Story of Broccoli
ü Htas2r38 gene (blocks the uptake of iodine to the thyroid)
ü 70% of all humans
ü Takes the average child 12 years to go from hating broccoli to loving it.
ü Force
ü Convince
ü Airplane game / Stops working after a while
ü Use sauce / Health issues of sauce
5
A bit of HISTORY
DEFINITION
6
Engagement
Game
Design
Thinking
Game
Components
Problem
Solving
The Process of using Game Design-
Thinking and game Mechanics To
Engage users and Solve Problems.
CATEGORIES
7
Social
Good
Exterior Interior
Structural Content
8
ü A deep emotional connection with the brand
ü High levels of participation
ü A long-term relation ship
Engagement
9
Internal and External factors that stimulate
desire and energy in people to be continually
interested in and committed to a job, role or
subject and to exert persistent effort in
attaining a goal.
Motivation
10
11
Habit
Cue
Routine
Reward
12
Games Gameful
Toys Playful
Gaming
Playing
Whole Parts
Let’s learn differences
13
Let’s learn differences
Constructivism BehaviorismMastery Learning
Piaget SkinnerBloom
14
Let’s learn differences
Constructivism BehaviorismMastery Learning
Open Ended Play GamificationGame-based Learning
15
Some examples
16
Some examples
Pain Squad
17
18
BASICS
19
Mental health includes our emotional, psychological, and social
well-being. It affects how we think, feel, and act. It also helps
determine how we handle stress, relate to others, and make
choices.
Some of the Factors
ü Biological factors, such as genes or brain chemistry
ü Life experiences, such as trauma or abuse
ü Family history of mental health problems
BASICS
20
ü Eating or sleeping too much or too little
ü Pulling away from people and usual activities
ü Having low or no energy
ü Feeling numb or like nothing matters
ü Having unexplained aches and pains
ü Feeling helpless or hopeless
ü Smoking, drinking, or using drugs more than usual
ü Feeling unusually confused, forgetful, on edge, angry, upset, worried, or scared
ü Yelling or fighting with family and friends
ü Experiencing severe mood swings that cause problems in relationships
ü Having persistent thoughts and memories you can't get out of your head
ü Hearing voices or believing things that are not true
ü Thinking of harming yourself or others
ü Inability to perform daily tasks like taking care of your kids or getting to work or school
Some of the Signs of mental health problem
BASICS
21
üGetting professional help if you need it
üConnecting with others
üStaying positive
üGetting physically active
üHelping others
üGetting enough sleep
üDeveloping coping skills
Some of the ways to maintain positive mental health
22
ü Extending the reach of online programs to
those who might not otherwise use them.
ü Improving engagement through both game-
based and “serious” motivational dynamics.
ü Utilizing varied mechanisms for change,
including therapeutic processes and gaming
features.
How can we help?
23
Some Concerns
Digital Mental Health
Responsibility
Academia vs. Experimental
Chicken-and-Egg-situation
Research
Marketing
Design
Traction for investment
Attrition
Face-to-Face
Interactive self-help book
Motivation (one of the biggest symptoms across mental illness)
Engagement (long-term)
24
25
26
ü https://mentalhealthdeltadivision.com/interactive-games/
ü http://www.takethis.org/therapeutic-and-mental-health-related-games/
ü https://positivepsychologyprogram.com/mental-health-activities-
worksheets-books/
ü https://games.jmir.org/2018/2/e9/
ü https://journals.sagepub.com/doi/abs/10.1177/2055207618779718
ü https://www.vichealth.vic.gov.au/letter/articles/gamification
Some Resources and Samples
THANK YOU!
ALIREZA RANJBAR SHOURABI
@ A R S H o u r a b i
A l i r e z a . r . s h o u r a b i @ g m a i l . c o m
27

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Introduction to Gamification (Mental Health Startup-weekend)