Gamification of Mental Health: Using Games to Promote Positive Behaviors

Team IIBP Anveshan, issue 45, Mental Health, Volume 4

The World Health Organization (WHO) has predicted that depression will lead the global disease burden by 2030, With the existing services available in under-developed and developing countries to meet the enormous mental health needs, gamification for mental health seems promising. Gamification, the application of game design elements in on-game contexts is often said to be based on the principles of …