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LivingVerb: A Single-Session Gamified Value-Clarification Intervention to Activate Life Projects across the Adult Lifespan
* 1 , 2 , 3 , 1 , 1 , 4
1  Department of Psychology and Sociology, University of Zaragoza, Teruel, 44003, Spain
2  Department of Psychology, Open University of Madrid, Madrid, 28400, Spain
3  Elderly Care Unit, Mental Health Department, Rey Ardid Foundation, Teruel, 44003, Spain
4  Department of Psychology and Education, University of Beira Interior, Convento de Sto. António. 6201-001 Covilhã. Portugal
Academic Editor: Lorraine S. Evangelista

Abstract:

Introduction

The development of psychosocial interventions that activate behavior aligned with personal values represents an essential step in promoting well-being across the adult lifespan. LivingVerb is a prototype card game designed to facilitate value clarification, enhance awareness of life purpose, and promote behavior aligned with such purpose. This study explores the acceptability, feasibility, and preliminary effectiveness of the tool with both older adults and university students.

Methods

LivingVerb integrates foundational elements of personal values clarification, gamification, and ultra-brief psychological intervention. The prototype includes 26 specific value cards and 4 blank cards to accommodate personalized values, selected through a comprehensive literature review and expert input to reflect values relevant across age groups. This pilot study employed a single-group design with participants recruited from older adult communities and university settings. Data were collected through structured questionnaires assessing acceptability, usability, and clarity in value selection. Attendance and completion rate served to assess feasibility. Preliminary evaluations of changes in value clarity, sense of purpose and agency, and behavioral intention were also conducted.

Results

Preliminary findings indicate that the prototype is well-accepted and engaging for both older and younger adult participants. Participants reported that the card game facilitated meaningful reflection and helped clarify personal values. The gamified format supported sustained interest and active participation. Feedback from questionnaires reflected positive perceptions of usability and clarity, alongside indicators of increased awareness of life purpose and intention to conduct value-aligned behaviors.

Conclusions

The LivingVerb prototype shows promise as a feasible, acceptable, and potentially effective tool for activating value-aligned behavior in diverse adult populations. These results warrant further controlled trials to establish efficacy and broader applicability. The gamified card format offers an innovative approach to individualized psychological intervention centered on personal values across the adult lifespan.

Keywords: values-based intervention; gamification; card game; ultra-brief interventions; adults; purposeful engagement; wellbeing; acceptability; feasibility.

 
 
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