作者: Marierose M.M. van Dooren , Valentijn T. Visch , Renske Spijkerman
DOI: 10.3390/INFO10040126
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摘要: Different types of rewards are applied in persuasive games to encourage play persistence its users and facilitate the achievement desired real-world goals, such as behavioral change. Persuasive have successfully been mental healthcare may hold potential for different patients. However, we question what extent game-based suitable a game design substance dependence therapy context, people with substance-related disorders show decreased sensitivity natural rewards, which result responses commonly compared without use disorders. In within-subject experiment 20 dependent 25 non-dependent participants, examined whether reward evaluation differed between two groups. Results showed that contrast our expectations, participants were more motivated by non-substance participants. Participants evaluated monetary positively than playing virtual points or social rewards. We conclude this paper implications healthcare.