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.
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Hamilton, M., DiSalvo, B., Fullerton, T. (2021). Mindful Gaming: User Experiences with Headspace and Walden, a Game. In: Fang, X. (eds) HCI in Games: Serious and Immersive Games. HCII 2021. Lecture Notes in Computer Science(), vol 12790. Springer, Cham. https://doi.org/10.1007/978-3-030-77414-1_1
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