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:

scopusscopus

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