Stress through Story: Participatory design for Gamified College Wellness
Rowan L. Stratton, Jomara Sandbulte
Abstract
College students face persistent and often unpredictable stress that can undermine academic performance and well-being. While digital wellness tools commonly use gamification to support self-care, many rely on rigid reward systems that emphasize task completion and sustained engagement rather than adapting or managing stress. To address this gap, this paper uses playful research probes based on narrative board games as a collaborative medium within a participatory design study to examine how students collectively make sense of stress and translate those interpretations into design expectations through role-play. We adapted a narrative tabletop role-playing game for focus groups (N=30), where participants enacted fictional stress scenarios and collaboratively explored design possibilities for a digital mental health application. Session transcripts were analyzed using reflexive thematic analysis, with themes interpreted through the Mechanics–Dynamics–Aesthetics (MDA) framework to understand how participants reasoned their design choices in the context of stress. Our findings show that participants preferred flexible, low-pressure mechanics and consistently rejected guilt-based feedback. Emotionally safe structures that supported optional, peer-anchored reflection were strongly valued. Static features such as leaderboards and streaks were widely described as demotivating or anxiety-inducing, highlighting the importance of autonomy and contextual relevance. Participants emphasized experiences centered on meaning-making, shared reflection, and choice without penalty rather than performance or compliance. This work contributes to CSCW by showing how participatory narrative role-play can function as a design inquiry method for surfacing shared interpretations of stress, negotiated coping expectations, and preferences for socially supportive but non-coercive wellness design.
Ask about this paper
Ask your agent about it.
Lune has read the top-tier papers around this one, so every answer names the papers it rests on.
Your agent calls
Lunesearch_papers
Free to start. No credit card required.
Terminal
Install the CLIlune papers get 4e7aa10e-4083-4ffa-a84c-7467788de47aRelated papers
- Becoming a Healthy Player: Exploring Teen Esports Players' Perspectives on Mental Well-Being through Participatory DesignYeonhee Cho, Daeun Hwang, Ally Lam, Jin Ha Lee et al.CHI 2026 · 1 citation
- Designing Mental Health Technologies that Support the Social Ecosystem of College StudentsEmily G. Lattie, Rachel Kornfield, Kathryn E. Ringland, Renwen Zhang et al.CHI 2020 · 90 citations
- What are you thinking?: Using CBT and Storytelling to Improve Mental Health Among College StudentsAleesha Hamid, Rabiah Arshad, Suleman ShahidCHI 2022 · 34 citations
- This Game SUX: Why & How to Design Sh@*!y User ExperiencesMichelle V. Cormier, Shano Liang, Bill Hamilton, Nicolas J. LaLone et al.CHI 2025 · 5 citations
- "I Kind of Bounce off It": Translating Mental Health Principles into Real Life Through Story-Based Text MessagesAnanya Bhattacharjee, Joseph Jay Williams, Karrie Chou, Justice Tomlinson et al.CSCW 2022 · 31 citations
