Revolutionising positive psychology approaches: tangibility, personalisation, gamification and portability — ASN Events

Revolutionising positive psychology approaches: tangibility, personalisation, gamification and portability (#293)

Sarah Lewis 1 2 , Aaron Jarden 3 , Ilona Boniwell 4 , Dianne Vella-Brodrick 3
  1. Psychology, Anglia Ruskin University, Cambridge, UK
  2. Appreciating Change, Greenwich, LONDON, United Kingdom
  3. Centre for Wellbeing Science, University of Melbourne, Melbourne, Victoria, Australia
  4. Psychology, University of East London, London, UK

Symposium Summary:

This symposium explores the revolution of innovative thinking taking place in building the next iteration positive psychological interventions (Meyers et al 2013). These interventions are designed to help with wellbeing challenges and aspirations for both the general public and workplaces. The speakers identify and explain the characteristics of various innovative solutions, such as: tangibility, personalisation, gamification and portability.  Other important features include; autonomy supportive design, synergistic interventions, kinetic involvement and technological enhancement. 

After an opening introduction, each presenter will provide specific examples of innovations that include these features, explaining how the defining characteristics are integrated, and linking theory and evidence where appropriate, including evidence of measurable impact (Boiler at al, 2013). Each presenter will also identify a particular challenge, and how the activity and innovation being presented offers a new approach.

Symposium Presentation 1: Practice 1 and 2

Presenter: Dianne Vella-Brodrick

In this section solutions explored include two highly portable exercises that aim to improve wellbeing in minutes, virtual challenges using gamification and biofeedback features that demonstrate the mind body connection,

Symposium Presentation 2: Practice 3 and 4

Presenter: Ilona Boniwell and Sarah Lewis

This second session will present the use of Positive ACTIONS Cards to promote autonomous choices of positive psychology interventions (Boniwell & Ryan, 2021), application of Lego Serious Play methodology to training around positive psychology concepts (Bab & Boniwell, 2016; Quinn et al, 2022) and the use of the PRISMM coaching cubes (Smith et al, 2021) to promote growth and development. 

Symposium Presentation 3: Concluding

Presenter: All

This symposium is highly participatory with the audience encouraged to experiment and try some of these new approaches that draw on best practice and innovations from a variety of disciplines. We finish with an outline of the areas of development in this field and audience questions and feedback. The aims of this symposium are to heighten people’s awareness of the next generation of accessible and user-friendly positive psychology tools, exercises and applications that can be used to help people flourish. It is anticipated that this symposium will be useful to coaches, consultants, therapists, educators and counsellors amongst others, and that the work is internationally applicable.

  1. Bolier, L., Haverman, M., Westerhof, G. J., Riper, H., Smit, F., & Bohlmeijer, E. (2013). Positive psychology interventions: a meta-analysis of randomized controlled studies. BMC public health, 13(1), 1-20.
  2. Meyers, M. C., van Woerkom, M., & Bakker, A. B. (2013). The added value of the positive: A literature review of positive psychology interventions in organizations. European Journal of Work and Organizational Psychology, 22(5), 618-632.
  3. Quinn, T., Trinh, S. H., & Passmore, J. (2022). An exploration into using LEGO® SERIOUS PLAY®(LSP) within a positive psychology framework in individual coaching: an interpretative phenomenological analysis (IPA). Coaching: An International Journal of Theory, Research and Practice, 15(1), 102-116.
  4. Smith, W. A., Boniwell, I., & Green, S. (Eds.). (2021). Positive Psychology Coaching in the Workplace. Springer International Publishing.
  5. Boniwell, I., & Ryan, L. (2021). Tangible Tools for Positive Psychology Coaching. In Positive Psychology Coaching in the Workplace (pp. 437-460). Springer, Cham.
  6. Vella-Brodrick DA, Gill A, Patrick K. (2022).Seeing Is Believing: Making Wellbeing More Tangible. Frontiers in Psychology 14; doi: 10.3389/fpsyg.2022.809108.
  7. West, M., Patrick, K. & Vella-Brodrick, D. A. (2022) “Smart technology has an important role to play in making learning about wellbeing in schools engaging and real for students. In K. A. Allen, M. J. Furlong, D. A. Vella-Brodrick, & S. M. Suldo (Eds.). The Handbook of Positive Psychology in Schools (3rd ed.). Taylor and Francis.
  8. Bab, M., & Boniwell, I. (2016). Exploring Positive Psychology with Lego Serious Play. Aarhus: Gnist.
  • Please select up to 3 keywords from the following list to best describe your submission content: Coaching, Gamification, Technology / Apps
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