2018
DOI: 10.1007/978-3-319-92279-9_52
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Stress-Mentor: Linking Gamification and Behavior Change Theory in a Stress Management Application

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Cited by 10 publications
(8 citation statements)
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“…Participants remain dependent on the app during the breathing exercise. However, the protection of the users’ autonomy has been identified as an important factor in a recent stress management app [11]. Therefore, additional blocks with terminal feedback without the visual instruction might be 1 possibility to counteract dependency upon the interface and to trigger transfer learning [31].…”
Section: Discussionmentioning
confidence: 99%
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“…Participants remain dependent on the app during the breathing exercise. However, the protection of the users’ autonomy has been identified as an important factor in a recent stress management app [11]. Therefore, additional blocks with terminal feedback without the visual instruction might be 1 possibility to counteract dependency upon the interface and to trigger transfer learning [31].…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, relaxation methods are also commonly integrated in apps for the management of chronic pain [7,8], chronic diseases [9], and anxiety [10]. Through interactive design and gamification, such apps can potentially increase the users’ motivation [11,12]. This could reduce the economic burden for the health care system [13].…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, Pain-Mentor supports the therapy of patients with chronic pain by teaching evidence-based techniques from multi-modal pain therapy and how they can be applied in everyday life. The app is based on the concept of Stress-Mentor [50], a gamified stress management app. Stress-Mentor includes all 5 suggested theory-based functionalities.…”
Section: Pain-mentormentioning
confidence: 99%
“…In addition to self-monitoring, stress management skills, and educational information, Stress-Mentor includes several other behavior change techniques (see the study by Christmann et al [50] for a detailed list) to support long-term behavior change. The included behavior change techniques are linked to an extensive gamification concept aimed at motivating and engaging the user [50]. As such, the app includes an avatar (a bird-like cartoon animal) that provides feedback by reflecting both the user's diary entries (vicarious reinforcement) [51,52] and progress.…”
Section: Pain-mentormentioning
confidence: 99%
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