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Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game:
Hyungsook Kim1,2,3, David Michael O'Sullivan4, Seong Hee Chung3
1Department of Cognitive Sciences, Hanyang University, Fusion Technology Center, Seoul, Republic of Korea.
JMIR Serious Games
|December 16, 2022
Summary
This study introduces gamified interactive exergames designed to combat depression by increasing physical activity. These games adapt difficulty to user progress, enhancing physical and cognitive functions crucial for mental well-being.
Area of Science:
- Digital Health
- Game Design
- Mental Health Interventions
Background:
- Depression prevalence increased with COVID-19 lockdowns, correlating with reduced physical activity.
- Decreased physical activity exacerbates depressive symptoms, highlighting a need for accessible interventions.
Purpose of the Study:
- To outline the development of an interactive physical activity game for depression using gamification.
- To base game content on clinical depression diagnostic criteria and adapt it to user needs.
Main Methods:
- Discussed related work and game design framework.
- Detailed user depression severity assessment and content customization.
- Explained gradual game progression aligned with exercise principles and user flow optimization.
Main Results:
- Developed exergames with instructions, focusing on flow, audio, and visual feedback.
- Exergames improve reaction time, endurance, cardiovascular fitness, and flexibility.
- Game difficulty dynamically adjusts based on user performance, reaction time, movement speed, and range of motion, incorporating cognitive elements like memory.
Conclusions:
- Mental health is intrinsically linked to physical behavior and movement.
- Future interactive exergames can effectively induce user flow and improve physical fitness factors associated with depression.

