Mindful gaming: User experiences with headspace and walden, a game
Abstract:
Headspace is a gamified app designed to teach mindfulness, and Walden is an experimental game that moves beyond traditional game mechanics in order to encourage mindful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software. Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a long-term process, as a byproduct of play, and as a tension between exploration and completing objectives. These findings are analyzed in relation to extant theories of game design and mindfulness, especially Brian Upton’s theory of ludic semiotics [1]. The resulting insights have informed the first and third authors’ development of two new pieces of software: a mindfulness practice module that is a component of a new version of Walden designed for use in schools, and a study aid called Lofi Hip Hop Worlds to Study In. This outcome highlights the relevance of qualitative user experience research for the iterative, playcentric design [2] of educational technologies.
Año de publicación:
2021
Keywords:
- Learning
- Games
- MINDFULNESS
Fuente:

Tipo de documento:
Conference Object
Estado:
Acceso restringido
Áreas de conocimiento:
- Cognición
- Etnografía
Áreas temáticas:
- Juegos de habilidad de interior
- Costura, confección y vida personal