Cargando…

Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness

BACKGROUND: To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so f...

Descripción completa

Detalles Bibliográficos
Autores principales: Hanisch, Sabine Elisabeth, Birner, Ulrich Walter, Oberhauser, Cornelia, Nowak, Dennis, Sabariego, Carla
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5562929/
https://www.ncbi.nlm.nih.gov/pubmed/28778839
http://dx.doi.org/10.2196/mental.7600
_version_ 1783258041240518656
author Hanisch, Sabine Elisabeth
Birner, Ulrich Walter
Oberhauser, Cornelia
Nowak, Dennis
Sabariego, Carla
author_facet Hanisch, Sabine Elisabeth
Birner, Ulrich Walter
Oberhauser, Cornelia
Nowak, Dennis
Sabariego, Carla
author_sort Hanisch, Sabine Elisabeth
collection PubMed
description BACKGROUND: To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. OBJECTIVE: The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. METHODS: We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. RESULTS: We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. CONCLUSIONS: Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work.
format Online
Article
Text
id pubmed-5562929
institution National Center for Biotechnology Information
language English
publishDate 2017
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-55629292017-09-07 Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness Hanisch, Sabine Elisabeth Birner, Ulrich Walter Oberhauser, Cornelia Nowak, Dennis Sabariego, Carla JMIR Ment Health Original Paper BACKGROUND: To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. OBJECTIVE: The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. METHODS: We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. RESULTS: We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. CONCLUSIONS: Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. JMIR Publications 2017-08-04 /pmc/articles/PMC5562929/ /pubmed/28778839 http://dx.doi.org/10.2196/mental.7600 Text en ©Sabine Elisabeth Hanisch, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, Carla Sabariego. Originally published in JMIR Mental Health (http://mental.jmir.org), 04.08.2017. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Hanisch, Sabine Elisabeth
Birner, Ulrich Walter
Oberhauser, Cornelia
Nowak, Dennis
Sabariego, Carla
Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title_full Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title_fullStr Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title_full_unstemmed Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title_short Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness
title_sort development and evaluation of digital game-based training for managers to promote employee mental health and reduce mental illness stigma at work: quasi-experimental study of program effectiveness
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5562929/
https://www.ncbi.nlm.nih.gov/pubmed/28778839
http://dx.doi.org/10.2196/mental.7600
work_keys_str_mv AT hanischsabineelisabeth developmentandevaluationofdigitalgamebasedtrainingformanagerstopromoteemployeementalhealthandreducementalillnessstigmaatworkquasiexperimentalstudyofprogrameffectiveness
AT birnerulrichwalter developmentandevaluationofdigitalgamebasedtrainingformanagerstopromoteemployeementalhealthandreducementalillnessstigmaatworkquasiexperimentalstudyofprogrameffectiveness
AT oberhausercornelia developmentandevaluationofdigitalgamebasedtrainingformanagerstopromoteemployeementalhealthandreducementalillnessstigmaatworkquasiexperimentalstudyofprogrameffectiveness
AT nowakdennis developmentandevaluationofdigitalgamebasedtrainingformanagerstopromoteemployeementalhealthandreducementalillnessstigmaatworkquasiexperimentalstudyofprogrameffectiveness
AT sabariegocarla developmentandevaluationofdigitalgamebasedtrainingformanagerstopromoteemployeementalhealthandreducementalillnessstigmaatworkquasiexperimentalstudyofprogrameffectiveness