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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop
October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Motivating Engagement with a Wellbeing App Using Video Games and Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kellie Vella</string-name>
          <email>kellie.vella@qut.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Johnson</string-name>
          <email>dm.johnson@qut.edu.au</email>
          <email>jo@themindroom.com.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vanessa Wan Sze Cheng</string-name>
          <email>wche7541@uni.sydney.edu.au</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tracey Davenport</string-name>
          <email>tracey.davenport@sydney.edu.au</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikki Peever</string-name>
          <email>n.peever@hdr.qut.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jo Mitchell</string-name>
          <email>jo@themindroom.com.au</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Queensland University of, Technology (QUT)</institution>
          ,
          <addr-line>Brisbane</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Mind Room</institution>
          ,
          <addr-line>Melbourne</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The University of Sydney</institution>
          ,
          <addr-line>Sydney</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>15</volume>
      <issue>2017</issue>
      <abstract>
        <p>MindMax is a mobile wellbeing application produced by the Australian Football League Players' Association (AFL Players), with the aim of improving the wellbeing of young Australians. The project engages a strategy of wellbeing science delivered via mobile technology while harnessing the popularity and appeal of both sports and videogames. Though the app itself provides traditional casual gameplay, the integration of the game with other elements of the app also drives engagement with the wellbeing content as well as interactions with other users. This paper reports upon the design of the application and project, as well as providing an initial evaluation of the impact of its use of games and gamification.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
MindMax is a free-to-use mobile health (mHealth)
wellbeing app designed and developed by the Australian
Football League Players Association (AFLPA), and funded
by the Movember foundation, in order to engage young
people with wellbeing educational resources. These
resources have been based upon the principles of cognitive
behavioural therapy, mindfulness, and strengths and values
recognition in order to increase users’ resilience and
psychological wellbeing. The MindMax engagement
strategy aims to harness the high interest in videogames and
AFL to engage users with this content. In particular, the
great familiarity of the Australian population with
videogame play (67% of the population plays [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]) is
currently being used to engage current users within the app,
and is intended to also engage current and potential users
external to the app, such as with live streamed videogame
competitions and real-world events in game play venues.
Relatedly, the project makes use of a range of gamification
techniques, such as points (in this case ‘footies’, or
Australian footballs) and leaderboards to encourage users to
access and return to the wellbeing content. However, it
facilitates a more meaningful engagement with these
mechanics by personalising the ways in which users engage
with the app, such as through: avatar customisation; a social
feed in which users can post, comment and like each other’s
contributions; and space for users to reflect upon how the
wellbeing content can be applied within their own lives
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Additionally, users are given ‘footies’ every time they
complete a wellbeing module, or engage with the social
feed (posting or commenting), that can then be used in the
app’s collection of casual games (i.e., each ‘footie’ can be
used to take a shot at goal in a football kicking game). This
means that games and gamification are utilised at multiple
levels: within the overall engagement strategy; to tie
together elements of the application; and to directly provide
casual gameplay, which comes with its own associated
benefits [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        The development process has also involved the input of
potential users during the early design stages. As the project
moves forward, it remains responsive by making use of an
agile methodology, in which user feedback continues to
inform future updates. Updates include both the release of
new wellbeing content as well as additional functionality
and the refinement of existing functionality. In this way,
the project seeks to maintain user interest over time, with
the proviso that productive disengagement, in which users’
needs are met and the app becomes no longer needful, is
also a desirable outcome [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>This paper describes both the design process and
engagement strategy in greater detail, as well as its ongoing
evaluation, initial findings, and next steps. Initial user
experiences suggest that the casual gameplay is bringing
people back to the application, as well as engaging them
with other components. The potential for greater delivery of
meaningful gamification within further iterations is
discussed.</p>
      <p>
        GAMES, GAMIFICATION AND MOTIVATION
Balancing the relationship between intrinsic motivation, or
choosing to take part in an activity because it is enjoyable
to do so, and extrinsic motivation, or the requirement to be
rewarded for taking part in an activity, is at the heart of
both games and gamification design processes. mHealth
and electronic health (eHealth) applications faced with the
challenge of motivating healthy behaviours have borrowed
from gamification practices to motivate engagement with
content, and behavioural change [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Gamification entails
the use of video game mechanics or components within
non-game settings in order to make the activity more
enjoyable and to motivate greater engagement [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. For
example, Zombies, Run! is a mobile exergame using
narrative elements and events (e.g. missions, zombies
chasing you) and to motivate running [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In contrast, Oiva,
another mobile application, uses virtual rewards and
progress indicators to motivate engagement with content
framed by acceptance and commitment therapy [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While
gamification has been found to be especially impactful on
physical health interventions, mixed findings have been
found for cognitive outcomes [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Recent research also suggests that the use of elements such
as points, levels and leaderboards act as extrinsic
motivators, which while potentially increasing the quantity
of effort that individuals put into a task, do not impact on
the quality [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. This is supported by research finding that
intrinsic motivation is associated with greater quality of
performance [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Taken together this suggests that both
intrinsic and extrinsic motivation need to be considered if
authentic driven engagement is a desired outcome.
One solution is concerned with creating ‘meaningful
gamification’, or providing users with the means to
internalise the need to perform the actions required of them
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Internalisation is a process by which an external
regulation is transformed to one that is linked to a sense of
self, through the satisfaction of psychological needs [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. It
has been suggested that internalization is made possible by
acknowledging that the user and artefact are situated with a
larger social sphere and that creating a match between them
requires understanding how this context shapes the
interaction [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. As such, a granular investigation of users’
experience of MindMax – including investigation of the
personal characteristics of these users and how they use the
app - is necessary to better understand how to make
improvements across the design cycle.
      </p>
      <p>
        Avoiding a one-size-fits-all approach to design also
suggests customizing the gamification experience to diverse
motivations. An early exploration of gamification user
preferences resulted in a six-sided framework, with
correlations to different design elements (e.g. the Socialiser
positively correlates with guilds or teams, while the
Achiever prefers levels and quests) [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. As such, the
different features MindMax presents may engage differing
motivations or even populations. Tracking preferences for
different features may retrospectively support this typology
or provide further insight into these categories.
      </p>
      <p>
        Finally, the facilitation of player-generated content has been
identified as a way by which users might develop a more
meaningful relationship to content [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. One way this can
be achieved is through the user setting the goals or
benchmarks that must be reached [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. However, there is
evidence that goal-setting within an online community is
more effective when users interact with other goal-setters,
through the receiving of feedback, or collaboration with
others [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. It seems likely that positive, including creative,
interactions may foster a sense of relatedness between
individuals and with a community. Relatedness, or the need
to feel connected with others is key to the processes of
internalization, and also has a direct relationship to
wellbeing [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. As such, building a feeling of community
within and around MindMax may well be pivotal to
increasing wellbeing across the targeted population.
DESIGN AND ENGAGEMENT STRATEGIES
Participatory design was utilised in order to create a
credible and engaging mHealth intervention. Workshops
took place in the Australian capital cities of Melbourne,
Brisbane and Sydney between September 5-6, 2016. They
captured the thoughts of AFL players and fans; videogame
players; and mental health and wellbeing consumers and
professionals, including clinicians and academics. General
feedback was given regarding the need for a free,
lightweight (low bandwidth) app that provided passive data
tracking. However, more specific feedback indicated the
need to provide rewards for continued engagement, and the
challenge of integrating a game into the app. Rather
participants believed that gaming could more easily be a
reward in and of itself, with access to games or game events
used to motivate engagement with the app.
      </p>
      <p>With this in mind the development team decided upon
which features would be released initially, with additional
functionality and content to be released and evaluated in
subsequent stages. User acceptance testing (UAT) was
applied to a Beta version of the app, while the post-Launch
version (MM.1) incorporated the learnings of the UAT.
MM.1 was subject to extensive marketing by the AFLPA,
Movember, and partners, resulting in its uptake by 661
members of the public within the first week of the official
launch.</p>
      <p>MM.1 offers wellbeing modules focused on Fit Minds,
Values and Thoughts (held under a tab labelled ‘Train’). Fit
Minds proceeds with a survey used to gauge users’ current
wellbeing and prompt self-reflection. Additionally, it
contains a call to action called the MaxFive. This produces
a player card in which users nominate to complete five
goals that action five ways of improving wellbeing:
Connect, Move, Tune In, Learn, and Give (see Figure 1
below). In turn, each users’ MaxFive can be shared on to
the social feed, under a tab labelled ‘Share’. Additional tabs
give users the option to customise their avatar (‘Me’), and
play any available casual games (‘Play’). Both the Values
(an exploration of users’ values and how to implement
them) and Thoughts (how to identify ‘wonky’ thoughts and
place them in perspective) modules also contain content
that can be shared (‘shareables’).</p>
      <p>The use of playful devices to illustrate key concepts are
embedded in each of the modules. For example, the Values
module makes use of audio files to demonstrate that
‘wonky thoughts’ don’t hold as much power when spoken
in funny voices. This module also makes use of users’ game
play knowledge and a mini-game to illustrate a concept.
The player is first introduced to the metaphor of
thirdperson view in videogame play as providing the player with
a more objective position from which they can identify and
deal with problems. They are then asked to identify goals
they would like to focus on (e.g. go on an adventure with
family). The next tab then illustrates these ideas using a
mini-game. Users’ goals are written on asteroids, which
float across the screen. The player is asked to tap an
asteroid when they are in colour. Crucially, tapping obstacle
asteroids containing unhelpful thoughts (intentionally or
accidentally) causes them to increase in size, so players
must wait for them to pass to avoid making the
unhelpfulthought asteroids expand to fill the whole screen. Further
mini-games are intended for modules yet to be released.
The connecting device between the different elements of
the app - the modules (Train), the social feed (Share) and
the games (Play) is the use of ‘footies’. These are points
given for completing modules (however many times they
wish), or posting or commenting on posts in the social feed,
which can then be used for additional lives in the casual
game on offer. The first game on offer was Cr***y Bird, in
which a small bird needs to navigate a series of obstacles,
using tapping on the screen to keep it aloft. Feedback from
participants suggests that the game was extremely difficult.
The follow-up game, an Australian football-based game
based upon paper-toss game mechanics, allows players to
flick a footy through goal posts while negotiating changes
in wind direction and strength. The beta version of this
game has to date, just been released (29 August, 2017),
with the final version to be included in the MM.2 update.
The MM.2 update is due to be released on 11 September,
2017, and will address the feedback produced by the
Interview and App Usage study, and the Co-Researcher
Workshops (described in later sections of this report). As
MindMax is the interface for a broader engagement
strategy, further iterations will deliver functionality that
presents the user with the chance to participate in events
and compete for virtual and real-world rewards. For
example, further updates (MM.3 and up), are anticipated to
integrate the ‘footies’ into team-based competitions in
which players compete to win tickets to AFL matches or the
chance to play online with professional videogame players.
Additionally, events will be advertised in the app that will
occur both at physical locations (e.g. console gaming
challenges and attendance by high-profile ambassadors),
and online (e.g. streaming live game-play with expert
gamers). In turn, while high-profile AFL players have
already been enlisted to use and endorse MindMax as
Ambassadors, the next stage will engage high profile gamer
Ambassadors. It follows that the constant evolution of the
app and attendant strategies demands an evaluation that is
flexible and responsive.</p>
      <p>EVALUATION
A multi-pronged evaluation of the application began in
June, 2017. The use of an agile methodology in the design
means that the evaluation sits either along the continuum of
the project (from June to December 2017), or captures a
slice of the design process. For example, user acceptance
testing was conducted on the Beta in December, 2016 and
March, 2017, prior to the official release on the 21 June,
2017. Upon the official launch of MM.1, two studies began:
a longitudinal series of interviews with recruited and
organic users (complemented with app usage data), and a
naturalistic trial using surveys administered at multiple
time-points. These two studies will both continue for the
length of the project. Bridging the design stages of MM.1
and MM.2 only, a cohort of co-researchers was assembled
to study how to build community in and around MindMax.
At the time of writing only the UAT has been completed
and all other studies are ongoing. The following describes
these studies in greater detail and presents initial findings.
User Acceptance Testing
During the Beta release a number of quick updates were
made to accommodate feedback from the user acceptance
testing. Testing with nine participants (aged 19 to 37 years,
M = 26.44 years, 5 female), confirmed that the decision to
allocate points for posting content was engaging. However,
concerns were raised as to the possibility that users may not
engage meaningfully with the app or wellbeing content, but
instead be focussed upon gaining points. While sharing the
app with AFL celebrities was appreciated, concerns were
raised as to how users’ might protect their own privacy
(specifically, via the shareables). These points were shared
back iteratively with the management and development
teams.</p>
      <p>
        Naturalistic Trial
A naturalistic trial is currently evaluating the impacts of
MindMax, using validated wellbeing and usability
measures. Participants are asked to engage with the app
normally and respond to a survey on a regular basis at five
time-points (Day 1, Day 30, Day 60, Day 90, and last day
of trial, maximum 180 days). Each person’s Day 1 is the
first day they start using MindMax. Trial participants are
remunerated for their time. The measures include:
demographics, interest and involvement in both AFL and
video game communities; Flourishing scale [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ];
ConnorDavidson Resilience scale [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]; The Warwick-Edinburgh
Mental Well-being Scale [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]; adapted General
Helpseeking Questionnaire [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]; Basic Need Satisfaction in
General - Relatedness subscale [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]; adapted Assessment of
Self-Group Overlap [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]; adapted Perceived Cohesion [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ];
and the System Usability Scale [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. At the time of writing,
Day 30 has been reached by approximately 18 participants.
Data analysis is planned once Day 30 reaches a minimum
of one hundred participants.
      </p>
      <p>Interview and App Usage Study
This study focusses on the initial and ongoing user
experience of MindMax. Specifically, it asks how
MindMax features and content; activities and events; and
users’ personal interests, lifestyle and motivations, all
contribute to the user experience. Additionally, it seeks to
better understand if MindMax is influencing users’ attitudes
towards and subjective appraisal of their wellbeing. By
utilising both recruited and organic users it seeks to gain a
thorough and ecologically valid assessment of the user
experience. Recruited users are asked to try out all the
features of the app and to take part in three once-per-week
interviews. Organic users are users of the app who are
asked to take part in weekly interviews during the course of
their application usage.</p>
      <p>Interviews took place both face-to-face, as well as via
Skype and phone for geographically distant participants.
The interviews covered a range of subjects, from users’
definition of wellbeing and discussion of their current
wellbeing; their interest in the AFL, games, and other
mHealth apps; and their experience of using Mindmax. At
the time of writing fifteen participants have been engaged
in this study: nine recruited and six organic users, aged 18
to 49 years (M = 34 years), comprised of ten males and five
females. Reimbursements were minimised in order to not
unduly influence the choice to use MindMax. In parallel, all
participants are tracked in terms of their frequency of use,
what elements of the app they chose to use, their use of the
social feed, and time spent playing the game. Any insights
that might impact on the further development of the app
were fed back to the project’s management team.
Initial interviews with recruited users demonstrated that the
game (Cr***y Bird) acted to bring them back to app, when
they felt they had exhausted all other options for
engagement. For example:
I’ve played Cr***y Bird … I’m pretty bad at it but I think
it’s a good mind challenge. I mean, it got me wanting to
beat my last score and stuff like that. (P4)
In addition, these participants expressed an appreciation of
being able to set personal goals using the MaxFive
shareable, however would have appreciated additional
functionality that helped them achieve these goals. For
example:
I’d probably like to be able to refer back to what I’ve
completed really quickly, so as a goal setting thing I can
just go back to the information I’ve entered really quick and
see, ... what I’ve entered. Keeps you motivated or keeps
you on track. (P6)
Interviews with organic users reveal a complex relationship
between users’ backgrounds, expectation and actual use of
the app. Initial findings suggest that while AFL fandom is
the primary force motivating initial uptake, continued use is
dependent on a range of factors (including whether
MindMax met their initial expectations, desire for
selfbetterment, and level of comfort with social media),
combined with current functionality.</p>
      <p>Co-researcher Workshops
These workshops make use of the insider knowledge of
young people interested in either AFL, videogames,
wellbeing or technology. The program was designed to
build their competencies as researchers, as well as glean a
fresh approach to understanding the app. Specifically, the
workshops were aimed at better understanding how to build
community both in and around MindMax, and how to study
this. Eleven co-researchers aged between 17 to 31 years (M
= 20.9 years; ten males and one female), were asked to
attend regular weekly workshops as well as participate in
online discussion. One participant only took part in the
online component as he was physically distant from the
workshop site. As with the previously reported study, any
feedback that might be used to improve the app was passed
on to the project’s management team.</p>
      <p>At the time of writing, several suggestions have been made
regarding how the app might encourage people to learn
about other users, find friends, utilize the ‘MaxFive’
shareable for cooperative and competitive ends, and take
part in community challenges. For example, the app could
benefit from additional functionality that allows people to
‘buddy up’ with others who have similar MaxFive goals, in
order to encourage each other to complete them.
One concern expressed in both this and the previously
mentioned study is that the presence of shareables on the
Share feed are acting to confuse users as to the authenticity
of the posts. As such, one of the challenges identified by the
co-researchers is how to encourage authentic posting. A
field experiment has been proposed in which three posts
each of which attempts to test different social psychological
theories - will be added to the Share feed with the aim of
gauging which one generates the most interaction and
activity in the feed. At the time of writing, this study is
underway.</p>
      <p>
        DISCUSSION
The MindMax initiative presents a unique opportunity to
both evaluate the impacts of a mobile wellbeing application
and shape its course. Moving forward, the naturalistic trial
should produce the clearest indicator of the success of the
project in terms of shifts in users’ wellbeing over time.
However, initial findings from the interview study suggest
the impact of design decisions on the user experience,
which are in turn determining the transition between initial
to ongoing use. The match (or mismatch) between users’
personal characteristics and the app’s current functionality
appears to be impacting on users’ motivation to continue
use, suggesting the worth of examining the data using a
model of situated motivational affordance [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], which may
be complemented by an exploration of user types [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
Feedback regarding the integration of posts with the Share
feed, and the doubts it casts on the authenticity of the
community it seeks to generate, is a key concern given the
importance of social integration to users’ developing a
meaningful relationship to content and the intrinsic
motivation to use the app [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. However, this feedback has
been generated from a relatively small pool of users,
including one (the co-researchers) who have been
encouraged to approach the app with a critical frame of
mind. While further investigation is required to confirm this
feedback, continuing to improve upon the social features
that increase the likelihood of finding or making friends
will only benefit MindMax users.
      </p>
      <p>
        In addition, while the production of the MaxFive shareable
was seen as a meaningful way of enacting wellbeing
learnings (by generating meaningful engagement through
user-created content [
        <xref ref-type="bibr" rid="ref17 ref9">9, 17</xref>
        ]), an opportunity gap was
identified in which the app could more actively promote
adherence to goals. Most current usage of gamification in
physical health interventions is directed towards improving
motivation to engage with the intervention and complete
tasks [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. However, health behaviours are influenced not
only by an individual’s motivation, but also their ability to
complete the behaviour (capability), as well as triggers to
perform the behaviour (opportunity) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. A possible
solution could therefore be approaching future updates from
the standpoint of facilitating social accountability and
collaboration, as other research suggests [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In turn, the
future integration of competitive features is anticipated to
be well received from users drawn from the AFL and game
play communities.
      </p>
      <p>CONCLUSION
This initial evaluation of the MindMax mHealth application
provides insight into the challenges and potential of using
games and gamification to meaningfully engaging users
with wellbeing content delivered via mobile technology.
The use of user created goal-setting and embedded casual
game play is acting to engage people with the app and
wellbeing content. However, initial qualitative findings
suggest that greater social integration will create more
meaningful engagement. Future updates will act as testing
grounds for the learnings of each stage of the evaluation.
ACKNOWLEDGEMENTS
We would like to thank our participants for their time,
energy and input; the MindMax co-researchers for their
enthusiasm and insights; and the MindMax initiative
(funded by the Movember Foundation) for supporting this
research.</p>
    </sec>
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