This is an outdated version published on 2026-02-28. Read the most recent version.

The “Game of Being” Framework: A Mechanism- and Theory-Informed Approach to Therapeutic Gamification

Authors

  • Dito Anurogo Universitas Muhammadiyah Makassar

DOI:

https://doi.org/10.55927/eajmr.v5i2.29

Keywords:

Therapeutic gamification, digital therapeutics, self-determination theory, behaviour change wheel

Abstract

This narrative review reframes therapeutic gamification and serious games from engagement optimization to a mechanism- and theory-informed intervention paradigm. It synthesizes evidence from reward-based learning neuroscience, behavior-change frameworks, wellbeing–health links, clinical trials in mental/behavioral health, and philosophy of play, prioritizing systematic reviews, meta-analyses, randomized controlled trials, and canonical models. Impact is most likely when mechanics are mapped to self-determination theory and COM-B/Behaviour Change Wheel, implemented via behavior change techniques, and assessed with wellbeing measures alongside clinical/behavioral endpoints. Reported effects are small-to-moderate, with stronger benefits in theory-aligned designs and structured serious-game therapeutics (e.g., adolescent depression; pediatric ADHD). The “Game of Being” framework positions gamification as a layered vehicle for neurobehavioral learning, capability expansion, and meaning-making, advocating ethical-by-design transparency and hypothesis-driven trials.

References

. Abd-Alrazaq A, Al-Jafar E, Alajlani M, et al. The effectiveness of serious games for alleviating depression: systematic review and meta-analysis. JMIR Serious Games. 2022;10(1):e32331. doi:10.2196/32331.

2. Bandura A. Self-efficacy: toward a unifying theory of behavioral change. Psychol Rev. 1977;84(2):191-215. doi:10.1037/0033-295X.84.2.191.

3. Berridge KC, Robinson TE. Liking, wanting, and the incentive-sensitization theory of addiction. Am Psychol. 2016;71(8):670-679. doi:10.1037/amp0000059.

4. Chida Y, Steptoe A. Positive psychological well-being and mortality: a quantitative review of prospective observational studies. Psychosom Med. 2008;70(7):741-756. doi:10.1097/PSY.0b013e31818105ba.

5. Cohen S, Alper CM, Doyle WJ, Treanor JJ, Turner RB. Positive emotional style predicts resistance to illness after experimental exposure to rhinovirus or influenza A virus. Psychosom Med. 2006;68(6):809-815. doi:10.1097/01.psy.0000245867.92364.3c.

6. Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments; 2011; Tampere, Finland. p. 9-15. doi:10.1145/2181037.2181040.

7. Dewey J. Experience and Education. New York: Macmillan; 1938.

8. Fredrickson BL. The role of positive emotions in positive psychology: the broaden-and-build theory of positive emotions. Am Psychol. 2001;56(3):218-226. doi:10.1037/0003-066X.56.3.218.

9. Gadamer HG. Truth and Method. 2nd rev ed. New York: Continuum; 1989.

10. Gentry SV, Gauthier A, L'Estrade Ehrstrom B, et al. Serious games and gamification education: a systematic review and meta-analysis. JMIR Serious Games. 2019;7(2):e12994. doi:10.2196/12994.

11. Hamari J, Koivisto J, Sarsa H. Does gamification work? A literature review of empirical studies. In: Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS); 2014. p. 3025-3034. doi:10.1109/HICSS.2014.377.

12. Han BC. The Burnout Society. Stanford (CA): Stanford University Press; 2015.

13. Huber M, Knottnerus JA, Green L, et al. How should we define health? BMJ. 2011;343:d4163. doi:10.1136/bmj.d4163.

14. Huizinga J. Homo Ludens: A Study of the Play-Element in Culture. London: Routledge & Kegan Paul; 1949.

15. Johnson D, Deterding S, Kuhn KA, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: a systematic review of the literature. Internet Interventions. 2016;6:89-106. doi:10.1016/j.invent.2016.10.002.

16. Kollins SH, DeLoss DJ, Cañadas E, et al. A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial. Lancet Digit Health. 2020;2(4):e168-e178. doi:10.1016/S2589-7500(20)30017-0.

17. Krath J, Schürmann L, von Korflesch HFO. Revealing the theoretical basis of gamification: a systematic review and analysis of theory in research on gamification, serious games and game-based learning. Comput Hum Behav. 2021;125:106963. doi:10.1016/j.chb.2021.106963.

18. Landers RN. Developing a theory of gamified learning: linking serious games and gamification of learning. Simul Gaming. 2014;45(6):752-768. doi:10.1177/1046878114563660.

19. Michie S, van Stralen MM, West R. The behaviour change wheel: a new method for characterising and designing behaviour change interventions. Implement Sci. 2011;6:42. doi:10.1186/1748-5908-6-42.

20. Michie S, Richardson M, Johnston M, et al. The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of behavior change interventions. Ann Behav Med. 2013;46(1):81-95. doi:10.1007/s12160-013-9486-6.

21. Merry SN, Stasiak K, Shepherd M, Frampton C, Fleming T, Lucassen MFG. The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ. 2012;344:e2598. doi:10.1136/bmj.e2598.

22. Nussbaum MC. Creating Capabilities: The Human Development Approach. Cambridge (MA): Harvard University Press; 2011.

23. Rosa H. Resonance: A Sociology of Our Relationship to the World. Cambridge: Polity Press; 2019.

24. Ryan RM, Deci EL. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am Psychol. 2000;55(1):68-78. doi:10.1037/0003-066X.55.1.68.

25. Sailer M, Homner L. The gamification of learning: a meta-analysis. Educ Psychol Rev. 2020;32:77-112. doi:10.1007/s10648-019-09498-w.

26. Schultz W. Dopamine reward prediction error signalling: a two-component response. Nat Rev Neurosci. 2016;17(3):183-195. doi:10.1038/nrn.2015.26.

27. Seaborn K, Fels DI. Gamification in theory and action: a survey. Int J Hum Comput Stud. 2015;74:14-31. doi:10.1016/j.ijhcs.2014.09.006.

28. Sriwatanathamma P, Bender JL, Boruff JT, et al. A gamified cognitive behavioral therapy-based mobile app for youth with anxiety: development and usability study (BlueLine). JMIR Serious Games. 2023;11:e41638. doi:10.2196/41638.

29. Steptoe A, Deaton A, Stone AA. Subjective wellbeing, health, and ageing. Lancet. 2015;385(9968):640-648. doi:10.1016/S0140-6736(13)61489-0.

30. Suits B. The Grasshopper: Games, Life and Utopia. Toronto: University of Toronto Press; 1978.

31. Tang YY, Hölzel BK, Posner MI. The neuroscience of mindfulness meditation. Nat Rev Neurosci. 2015;16(4):213-225. doi:10.1038/nrn3916.

32. Tennant R, Hiller L, Fishwick R, et al. The Warwick-Edinburgh Mental Well-being Scale (WEMWBS): development and UK validation. Health Qual Life Outcomes. 2007;5:63. doi:10.1186/1477-7525-5-63.

33. Topp CW, Østergaard SD, Søndergaard S, Bech P. The WHO-5 Well-Being Index: a systematic review of the literature. Psychother Psychosom. 2015;84(3):167-176. doi:10.1159/000376585.

34. Watabe-Uchida M, Eshel N, Uchida N. Neural circuitry of reward prediction error. Annu Rev Neurosci. 2017;40:373-394. doi:10.1146/annurev-neuro-072116-031109.

35. Werbach K, Hunter D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press; 2012.

36. Wood W, Rünger D. Psychology of habit. Annu Rev Psychol. 2016;67:289-314. doi:10.1146/annurev-psych-122414-033417.

Published

2026-02-28 — Updated on 2026-02-28

Versions