Mental wellness is a positive state of mental health. It is more than the absence of mental illness. Discover how gamification may be used to help learners understand mental wellness better with the Mindfull application powered by Gametize.
When we were assigned the task to choose a topic for our individual games, my mind first shot to the idea of “popularity”. It would be easier to attract people’s by targeting what they like rather than to ignite an interest in a new topic. My first decision to be made was who was the target audience for my game. I concluded that the target audience I understood and related to the best would be teenagers since I was one myself.