

Summary
Gamification involves using game design elements in non-game contexts [1]. It has attracted significant scholarly interest in enhancing user engagement and motivating self-improvement [2]. Gamified mechanisms can effectively promote positive mental health practices [3]. However, with rising global mental health concerns, the need for digital tools that support well-being is critical. Inspired by these observations, this work focuses on designing a gamified mental health app for Greek high school students to offer them an alternative and engaging means of coping with their anxiety, especially during stressful educational periods.
Methodology
Initially, a literature review is conducted to examine topics related to psychology, gamification, UI/UX design, and existing mental health apps in order to identify successful design patterns, gamification elements, and motivational strategies. Features like challenges, leaderboards, progress tracking, badges, and personalization are integrated to sustain user engagement. Psychological concepts such as behavioral reinforcement and intrinsic/extrinsic motivation are also considered [4].
Based on these findings, the low- and high-fidelity prototype designs of PeakQuest, a gamified mental health app, are developed. PeakQuest aims to help students manage anxiety, build emotional stability, and improve mental health through self-reflection exercises, stress management, sleep disorder tools, and behavioral challenges. The app incorporates gameplay elements like quests, achievements, and progress tracking to create an engaging experience [5]. It encourages users to monitor emotions, set mental health goals, and complete tasks promoting positive psychology.
Usability is prioritized to ensure accessibility for all targeted users. The UI design emphasizes simplicity, clarity, and visually appealing graphics, while the UX focuses on enhancing intrinsic motivation and a sense of accomplishment. Complementary key features include guided breathing exercises, a daily logbook, and a mood tracker to address physical and mental well-being.
Following the prototype development, an evaluation phase takes place using an online questionnaire to assess user preference and perceived benefits. Key performance indicators (KPIs) like app preference rates and interaction frequencies are analyzed.
The expected results aim to contribute to the literature on gamification’s benefits in mental health apps. Insights from this research can guide developers, designers, and mental health professionals alike in creating interactive digital tools. Future work may explore additional gamification mechanisms, expanded functionality for specific mental illnesses beyond stress, and new quests or mini-games.
Conclusion
This work presents PeakQuest, a gamified anxiety-supportive app designed to improve the management of mental health and well-being among Greek high school students. Emphasis is placed on the prototyping process and its core properties as well as their overall evaluation from a UI/UX point of view. By integrating researched gamification techniques, the app encourages active participation in mental well-being through creative design and evidence-based tools. PeakQuest aims to provide a fun, comforting, and motivating experience that fosters self-care and long-term mental prosperity.
Keywords
gamification; mobile applications; mental health; user interface design; user experience; well-being
References
[1] I. B. Heilbrunn, “Gamification analytics support for monitoring and adapting gamification designs,” 2019.
[2] N. Jingili, S. S. Oyelere, M. B. T. Nyström, and L. Anyshchenko, “A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression,” Frontiers in Digital Health, vol. 5, p. 2, Frontiers Media SA, 2023. doi: 10.3389/fdgth.2023.1239435.
[3] S. G. Six, K. A. Byrne, T. P. Tibbett, and I. Pericot-Valverde, “Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis,” JMIR Mental Health, vol. 8, no. 11. JMIR Publications Inc., 2021. doi: 10.2196/32199.
[4] M. Sailer, J. Hense, H. Mandl, and M. Klevers, “Psychological Perspectives on Motivation through Gamification.”
[5] V. W. S. Cheng, “Recommendations for Implementing Gamification for Mental Health and Wellbeing,” Frontiers in Psychology, vol. 11, Dec. 2020, doi: 10.3389/fpsyg.2020.586379.
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