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Studying the Effectiveness of Game-Based Solutions in a Wellbeing App

This extended abstract describes the multiple phases of research involved in developing and evaluating MindMax, a smartphone app using sport and videogames to promote mental wellbeing. The phases are: (1) participatory design workshops (n=40), (2) user acceptance testing interviews (n=9), and (3) a five-month naturalistic evaluation trial (n=up to 600). In addition to presenting recommendations from young people on how best to use applied gaming for mental health, this study aims to determine the impact of MindMax and its applied gaming elements on its users' wellbeing, engagement, and usability judgements.