When you develop a product for emotional/ behavioral emotional change such as a burn-out, this product will not directly remove burn-out. The product will involve a user product interaction that will in the end generate a desired result on an emotional/ behavioral level. Crucially in this interaction is that people will continue the interaction. For instance, the process of drug rehabilitation is hard to endurebut the patients have to do this in order to increase the chances of a long-lasting effect of the therapy. It is exactly at this point that game elements can be of use. Game elements (cf. challenge, social relatedness, tangible interaction, virtuality, competition ) may on the one hand motivate the user to continue an interaction – continue playing – but may also result in the motivation to achieve goals that are not directly apparent in the game – such as learning goals, training goals, behavioral goals or emotion regulation goals .