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. 2015 Apr 21;2(2):e11. doi: 10.2196/mental.4133

Table 2.

Design elements of computer game, accessibility, working alliance, and learning in immersion.

Area Elements Description
Computer Game

Challenge Overcoming obstacles and challenges to master and
beat games

Companionship Socializing and cooperating with others

Exploration Unfamiliar places, hidden things, different strategies,
discovery

Fantasy Enjoyment of fantasy worlds, fictional characters,
unreal abilities, imaginary creatures, role-playing

Fidelity Realistic 3D graphics, animation, sounds
Accessibility

Perceivable Content is easy to see, hear; presented in different ways

Operable
and navigable
Function available from keyboard; users can find
content and navigate easily; creates no well-being issues

Understandable Text is readable and understandable; game operates
in predictable ways

Robust and reliable Interpretation clear, minimal errors, secure, compatible
Working alliance

Goal The outcome the person values and perceives will
improve their circumstances

Tasks A series of relevant and efficacious tasks, which the
person perceives will assist in attaining the goal

Bond Positive personal attachments such as trustworthiness,
confidence, expertness, attractiveness, acceptance,
empathy, nonjudgmental, and sincerity
Learning in immersion


Activity Through tasks, puzzles, movement, and feedback

Expert guidance Builds on and adjusts existing knowledge

Modeling of behavior Behaviors learned by observation and modeling

Community
of practice
Where newcomers conduct simple, low-risk tasks,
becoming familiar with language and organizing

Sensory, actional,
and symbolic factors
Replicates the experience of being in a 3D space;
participant able to initiate actions; content triggers
semantic responses

Multiple perspectives Changing a participant’s view of an object from
external to internal

Simulation of the
real world
Aids transfer of knowledge from conceptual to real-life