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JMIR Serious Games - Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study

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1Department of Cognitive Sciences, Hanyang University, Fusion Technology Center, Seoul, Republic of Korea 2Graduate School of Public Policy, Hanyang University, Seoul, Republic of Korea 3Hanyang Digital Healthcare Center, Hanyang University, Seoul, Republic of Korea 4Division of Sport Science, Pusan National University, Pusan, Republic of Korea David Michael O'Sullivan, PhD Division of Sport Science Pusan National University 2, Busandaehak-ro 63beon-gil, Geumjeong-gu Pusan, 46241 Republic of Korea Phone: 82 1076845811 Fax:82 5105103746 Email: davidosullivan@pusan.ac.kr Background: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a result, reported physical activity has substantially decreased, further increasing depressive symptoms. Objective: This study aims to explain the use of gamification principles to develop content for an interactive physical activity game for depression based on clinically proven depression diagnostic

Original Paper Hyungsook Kim 1, 2, 3 , PhD ; David Michael O'Sullivan 4 , PhD ; Seong Hee Chung 3 , MSc 1 Department of Cognitive Sciences, Hanyang University, Fusion Technology Center, Seoul, Republic of Korea 2 Graduate School of Public Policy, Hanyang University, Seoul, Republic of Korea 3 Hanyang Digital Healthcare Center, Hanyang University, Seoul, Republic of Korea 4 Division of Sport Science, Pusan National University, Pusan, Republic of Korea Corresponding Author: David Michael O'Sullivan, PhD Division of Sport Science Pusan National University 2, Busandaehak-ro 63beon-gil, Geumjeong-g

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