Skip to main content

MindJourney: Employing Gamification to Support Mindfulness Practice

  • Conference paper
  • First Online:
Advances in Usability, User Experience, Wearable and Assistive Technology (AHFE 2021)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 275))

Included in the following conference series:

Abstract

Although mindfulness has been proved to be an effective way to reduce anxiety, practice of mindfulness is still a big problem for novices as the process is boring and aimless. One way to tackle this problem is gamification. However, integrating game elements into mindfulness is challenging as some gamification strategies can be contradictory to mindfulness. In this paper, gamification techniques are explored to support mindfulness practice and principles are provided for mindfulness-based game design. Based on the principles, the study designs the game MindJourney, integrating virtual reality, biofeedback, gamification and attention regulation strategies. Results show that MindJourney can promote mindfulness and reduce anxiety, participants report their willingness to use MindJourney to practice mindfulness meditation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 229.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 299.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Lupien, S.J., McEwen, B.S., Gunnar, M.R., Heim, C.: Effects of stress throughout the lifespan on the brain, behaviour and cognition. Nat. Rev. Neurosci. 10, 434–445 (2009)

    Article  Google Scholar 

  2. Langer, E.J., Blank, A., Chanowitz, B.: The mindlessness of ostensibly thoughtful action: The role of placebic information in interpersonal interaction. J. Pers. Soc. Psychol. 36, 635 (1978)

    Article  Google Scholar 

  3. Nyklíček, I., Kuijpers, K.F.: Effects of mindfulness-based stress reduction intervention on psychological well-being and quality of life: is increased mindfulness indeed the mechanism? Ann. Behav. Med. 35, 331–340 (2008)

    Article  Google Scholar 

  4. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, San Franscisco (2012)

    Google Scholar 

  5. Kabat-Zinn, J.: Mindfulness-based interventions in context: past, present, and future. Clin. Psychol. Sci. Pract. 10, 144–156 (2003)

    Article  Google Scholar 

  6. Bishop, S.R., et al.: Mindfulness: a proposed operational definition. Clin. Psychol. Sci. Pract. 11, 230–241 (2004)

    Article  Google Scholar 

  7. Vidyarthi, J., Riecke, B.E., Gromala, D.: Sonic cradle: designing for an immersive experience of meditation by connecting respiration to music. In: Proceedings of the Designing Interactive Systems Conference, DIS 2012, pp. 408–417 (2012). https://doi.org/10.1145/2317956.2318017

  8. Cheng, P., Lucero, A., Buur, J.: PAUSE: exploring mindful touch interaction on smartphones. In: Proceedings of the 20th international academic Mindtrek conference, Academic 2016, pp. 184–191 (2016). https://doi.org/10.1145/2994310.2994342

  9. Kosunen, I., Salminen, M., Järvelä, S., Ruonala, A., Ravaja, N., Jacucci, G.: RelaWorld: neuroadaptive and immersive virtual reality meditation system. In: Proceedings of the 21st International Conference on Intelligent User Interfaces, 07–10-Marc, pp. 208–217 (2016). https://doi.org/10.1145/2856767.2856796

  10. Roo, J.S., Gervais, R., Frey, J., Hachet, M.: Inner garden: connecting inner states to a mixed reality sandbox for mindfulness. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 1459–1470 (2017). https://doi.org/10.1145/3025453.3025743

  11. Hunicke, R., LeBlanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: Proceedings of the AAAI Workshop on Challenges in Game AI. p. 1722 (2004)

    Google Scholar 

  12. Spielberger, C.D., Sydeman, S.J., Owen, A.E., Marsh, B.J.: Measuring anxiety and anger with the State-Trait Anxiety Inventory (STAI) and the State-Trait Anger Expression Inventory (STAXI). Lawrence Erlbaum Associates Publishers (1999)

    Google Scholar 

  13. Tanay, G., Bernstein, A.: State mindfulness scale (SMS): development and initial validation. Psychol. Assess. 25, 1286–1299 (2013). https://doi.org/10.1037/a0034044

    Article  Google Scholar 

Download references

Acknowledgments

The research is supported by National Social Science Fund (Grant No. 18BRK009). Special thanks to mindfulness expert Jiang Du from Shanghai Mental Health Center, who provided precious advices on the design of MindJourney.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ting Han .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ge, Y., Han, T. (2021). MindJourney: Employing Gamification to Support Mindfulness Practice. In: Ahram, T.Z., Falcão, C.S. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2021. Lecture Notes in Networks and Systems, vol 275. Springer, Cham. https://doi.org/10.1007/978-3-030-80091-8_27

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-80091-8_27

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-80090-1

  • Online ISBN: 978-3-030-80091-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics