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Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification

Young adulthood is a period of high risk for the development of mental health concerns. Increasing well-being among young adults is important to prevent mental health concerns and their consequences. Self-compassion has been identified as a modifiable trait with the potential to protect against ment...

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Autores principales: van der Lubbe, L. M., Gerritsen, C., Klein, M. C. A., Rodgers, R. F., Hindriks, K. V.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10010230/
https://www.ncbi.nlm.nih.gov/pubmed/37359192
http://dx.doi.org/10.1007/s41666-022-00124-z
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author van der Lubbe, L. M.
Gerritsen, C.
Klein, M. C. A.
Rodgers, R. F.
Hindriks, K. V.
author_facet van der Lubbe, L. M.
Gerritsen, C.
Klein, M. C. A.
Rodgers, R. F.
Hindriks, K. V.
author_sort van der Lubbe, L. M.
collection PubMed
description Young adulthood is a period of high risk for the development of mental health concerns. Increasing well-being among young adults is important to prevent mental health concerns and their consequences. Self-compassion has been identified as a modifiable trait with the potential to protect against mental health concerns. An online self-guided mental health training program using gamification was developed and the user experience was evaluated in a 6-week experimental design. During this period, 294 participants were allocated to use the online training program via a website. User experience was assessed via self-report questionnaires, and interaction data for the training program were also collected. Results showed that those who completed the intervention (n= 47) visited the website on average 3.2 days a week, with a mean of 45.8 interactions during the 6 weeks. Participants report positive user experiences of the online training, on average a System Usability Scale Brooke (1) score of 79.1 (out of 100) at the end-point. Participants showed positive engagement with story elements of the training, based on an average score of 4.1 (out of 5) in the evaluation of the story at the end-point. This study found the online self-compassion intervention for youth to be acceptable, although some features seem preferred by users as compared to others. Gamification in the form of a guiding story and a reward structure seemed to be a promising element for successfully motivating participants and serving as a guiding metaphor for self-compassion.
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spelling pubmed-100102302023-03-14 Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification van der Lubbe, L. M. Gerritsen, C. Klein, M. C. A. Rodgers, R. F. Hindriks, K. V. J Healthc Inform Res Research Article Young adulthood is a period of high risk for the development of mental health concerns. Increasing well-being among young adults is important to prevent mental health concerns and their consequences. Self-compassion has been identified as a modifiable trait with the potential to protect against mental health concerns. An online self-guided mental health training program using gamification was developed and the user experience was evaluated in a 6-week experimental design. During this period, 294 participants were allocated to use the online training program via a website. User experience was assessed via self-report questionnaires, and interaction data for the training program were also collected. Results showed that those who completed the intervention (n= 47) visited the website on average 3.2 days a week, with a mean of 45.8 interactions during the 6 weeks. Participants report positive user experiences of the online training, on average a System Usability Scale Brooke (1) score of 79.1 (out of 100) at the end-point. Participants showed positive engagement with story elements of the training, based on an average score of 4.1 (out of 5) in the evaluation of the story at the end-point. This study found the online self-compassion intervention for youth to be acceptable, although some features seem preferred by users as compared to others. Gamification in the form of a guiding story and a reward structure seemed to be a promising element for successfully motivating participants and serving as a guiding metaphor for self-compassion. Springer International Publishing 2023-03-13 /pmc/articles/PMC10010230/ /pubmed/37359192 http://dx.doi.org/10.1007/s41666-022-00124-z Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Research Article
van der Lubbe, L. M.
Gerritsen, C.
Klein, M. C. A.
Rodgers, R. F.
Hindriks, K. V.
Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title_full Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title_fullStr Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title_full_unstemmed Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title_short Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
title_sort experiences of users with an online self-guided mental health training program using gamification
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10010230/
https://www.ncbi.nlm.nih.gov/pubmed/37359192
http://dx.doi.org/10.1007/s41666-022-00124-z
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