Journal article
Designing and evaluating games for mindfulness
Computers in Entertainment, Vol.16(3), 5
2018
Abstract
This research investigates the relationship between mindfulness and digital games, by identifying which aspects of mindfulness can be trained by digital games and which game elements influence factors of mindfulness. Games and interactive approaches with research evidence for their efficacy are presented for each individual mindfulness factor, as defined by the CHIME eight-factor model of mindfulness. Two experiments were conducted to validate whether games can improve mindfulness. First, an expert review was conducted, where domain experts rated the fit of games to their associated mindfulness factor. Second, a laboratory study tested the effect of games on mindfulness, revealing positive significant effects on state mindfulness. Elaborating on the research findings from all studies, a framework is proposed to inform the design of digital games for improving mindfulness, and implications plus limitations are discussed.
Details
- Title
- Designing and evaluating games for mindfulness
- Authors
- Jacek Sliwinski (Author) - University of the Sunshine Coast - Faculty of Arts, Business and LawMary Katsikitis (Author) - University of the Sunshine Coast - Faculty of Arts, Business and LawChristian M Jones (Author) - University of the Sunshine Coast - Faculty of Arts, Business and Law
- Publication details
- Computers in Entertainment, Vol.16(3), 5; 15
- Publisher
- Association for Computer Machinery
- Date published
- 2018
- DOI
- 10.1145/3236496
- ISSN
- 1544-3574
- Organisation Unit
- School of Social Sciences - Legacy; University of the Sunshine Coast, Queensland; Engage Research Lab; School of Law and Society
- Language
- English
- Record Identifier
- 99450777802621
- Output Type
- Journal article
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