Gamified Therapy as Applied Game Design: A Conceptual Framework Linking Cognitive Functions and Game Mechanics
Liu, Zijing (2026)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2026052114781
https://urn.fi/URN:NBN:fi:amk-2026052114781
Tiivistelmä
Mental health conditions and cognitive impairments affect roughly 970 million people worldwide, and this number has been growing. Health systems were not built to absorb demand at that scale. Cost excludes a substantial proportion of those who need treatment. Geographical access is a separate problem, one that falls hardest on populations outside well-resourced urban settings. For those who do reach treatment, maintaining engagement across weeks or months of therapy turns out to be harder than clinical models have typically acknowledged. The assumption that starting treatment means continuing it has proven optimistic.
Game-based and gamified interventions have attracted growing research interest as a means of addressing these barriers, and evidence of their effectiveness in therapeutic and cognitive rehabilitation contexts has accumulated across multiple systematic reviews and meta-analyses. Despite this evidence base, the design of gamified therapy applications has remained largely intuitive. The reviewed literature did not reveal a structured framework that systematically connected specific cognitive functions—defined at the level of cognitive neuroscience—to specific game mechanic categories capable of engaging them.
A conceptual framework was developed to address this gap, drawing on literature from cognitive psychology, game design research, and applied health informatics. The methodology followed Jabareen's four-stage procedure for conceptual framework construction.
Four cognitive function categories were identified as primary targets in therapeutic contexts: attention, memory and learning, executive functions, and cognitive load. Five functional categories emerged as most consistently relevant across the literature: feedback systems, reward and progression systems, time-pressure and challenge mechanics, adaptive difficulty systems, and narrative and structural mechanics. These domains were integrated into a three-level structure—a cognitive level specifying target functions, a mechanic level mapping mechanic categories to those targets with evidence-grounded rationale, and a system level identifying the motivational components that sustain engagement across sessions.
The resulting framework provides applied game designers with an explicit, traceable vocabulary for connecting design decisions to the cognitive science literature. Empirical validation of the proposed cognitive–mechanic relationships remains the primary direction for future research.
Game-based and gamified interventions have attracted growing research interest as a means of addressing these barriers, and evidence of their effectiveness in therapeutic and cognitive rehabilitation contexts has accumulated across multiple systematic reviews and meta-analyses. Despite this evidence base, the design of gamified therapy applications has remained largely intuitive. The reviewed literature did not reveal a structured framework that systematically connected specific cognitive functions—defined at the level of cognitive neuroscience—to specific game mechanic categories capable of engaging them.
A conceptual framework was developed to address this gap, drawing on literature from cognitive psychology, game design research, and applied health informatics. The methodology followed Jabareen's four-stage procedure for conceptual framework construction.
Four cognitive function categories were identified as primary targets in therapeutic contexts: attention, memory and learning, executive functions, and cognitive load. Five functional categories emerged as most consistently relevant across the literature: feedback systems, reward and progression systems, time-pressure and challenge mechanics, adaptive difficulty systems, and narrative and structural mechanics. These domains were integrated into a three-level structure—a cognitive level specifying target functions, a mechanic level mapping mechanic categories to those targets with evidence-grounded rationale, and a system level identifying the motivational components that sustain engagement across sessions.
The resulting framework provides applied game designers with an explicit, traceable vocabulary for connecting design decisions to the cognitive science literature. Empirical validation of the proposed cognitive–mechanic relationships remains the primary direction for future research.
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