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A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study

BACKGROUND: Anxiety and mood problems in adolescents often go unnoticed and may therefore remain untreated. Identifying and preventing the development of emotional problems requires monitoring and effective tools to strengthen adolescents' resilience, for example, by enhancing coping skills. OB...

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Autores principales: Dietvorst, Evelien, Aukes, Michelle A, Legerstee, Jeroen S, Vreeker, Annabel, Hrehovcsik, Micah M, Keijsers, Loes, Hillegers, Manon H J
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8931650/
https://www.ncbi.nlm.nih.gov/pubmed/35238795
http://dx.doi.org/10.2196/29832
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author Dietvorst, Evelien
Aukes, Michelle A
Legerstee, Jeroen S
Vreeker, Annabel
Hrehovcsik, Micah M
Keijsers, Loes
Hillegers, Manon H J
author_facet Dietvorst, Evelien
Aukes, Michelle A
Legerstee, Jeroen S
Vreeker, Annabel
Hrehovcsik, Micah M
Keijsers, Loes
Hillegers, Manon H J
author_sort Dietvorst, Evelien
collection PubMed
description BACKGROUND: Anxiety and mood problems in adolescents often go unnoticed and may therefore remain untreated. Identifying and preventing the development of emotional problems requires monitoring and effective tools to strengthen adolescents' resilience, for example, by enhancing coping skills. OBJECTIVE: This study describes the developmental process, feasibility, and acceptance of Grow It!, a multiplayer serious game app for adolescents aged 12-25 years. The app consists of the experience sampling method (ESM) to monitor thoughts, behaviors, and emotions in daily life to enhance self-insight and daily cognitive behavioral therapy–based challenges to promote adaptive coping. METHODS: Our approach entails an iterative game design process combined with an agile method to develop the smartphone app. The incorporated game features (ie, challenges, chat functionality, and visual representation) in the Grow It! app were co-designed with adolescent end users to increase participant engagement and adherence. RESULTS: The Grow It! app was delivered for Android and iOS in May 2020. Grow It! was offered to adolescents during the COVID-19 crisis between May and December 2020. Participants of the Grow It! COVID-19 study (sample 1: N=685; mean age 16.19, SD 3.11 years; 193/685, 28.2% boys; sample 2: N=1035; mean age 18.78, SD 3.51 years; 193/1035, 18.64% boys) completed 31.5% (13.2/42) to 49.5% (10.4/21) of challenges. Compliance of ESM was suboptimal (35.1/210, 16.7% to 32.5/105, 30.9%). Follow-up questionnaires indicated an overall score of the app of 7.1 out of 10. Moreover, 72.6% (278/383) to 75.6% (487/644) would recommend the app to friends. CONCLUSIONS: To our knowledge, Grow It! is the first gamified ESM app that both measures individual differences in emotional dynamics and offers an integrated cognitive behavioral therapy–based intervention. Our findings support the feasibility and acceptance, and therefore applicability, of the Grow It! app in adolescents. Further iterations of this serious game app will focus on the increase of compliance and on providing participants feedback through their personal mood profiles.
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spelling pubmed-89316502022-03-19 A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study Dietvorst, Evelien Aukes, Michelle A Legerstee, Jeroen S Vreeker, Annabel Hrehovcsik, Micah M Keijsers, Loes Hillegers, Manon H J JMIR Form Res Original Paper BACKGROUND: Anxiety and mood problems in adolescents often go unnoticed and may therefore remain untreated. Identifying and preventing the development of emotional problems requires monitoring and effective tools to strengthen adolescents' resilience, for example, by enhancing coping skills. OBJECTIVE: This study describes the developmental process, feasibility, and acceptance of Grow It!, a multiplayer serious game app for adolescents aged 12-25 years. The app consists of the experience sampling method (ESM) to monitor thoughts, behaviors, and emotions in daily life to enhance self-insight and daily cognitive behavioral therapy–based challenges to promote adaptive coping. METHODS: Our approach entails an iterative game design process combined with an agile method to develop the smartphone app. The incorporated game features (ie, challenges, chat functionality, and visual representation) in the Grow It! app were co-designed with adolescent end users to increase participant engagement and adherence. RESULTS: The Grow It! app was delivered for Android and iOS in May 2020. Grow It! was offered to adolescents during the COVID-19 crisis between May and December 2020. Participants of the Grow It! COVID-19 study (sample 1: N=685; mean age 16.19, SD 3.11 years; 193/685, 28.2% boys; sample 2: N=1035; mean age 18.78, SD 3.51 years; 193/1035, 18.64% boys) completed 31.5% (13.2/42) to 49.5% (10.4/21) of challenges. Compliance of ESM was suboptimal (35.1/210, 16.7% to 32.5/105, 30.9%). Follow-up questionnaires indicated an overall score of the app of 7.1 out of 10. Moreover, 72.6% (278/383) to 75.6% (487/644) would recommend the app to friends. CONCLUSIONS: To our knowledge, Grow It! is the first gamified ESM app that both measures individual differences in emotional dynamics and offers an integrated cognitive behavioral therapy–based intervention. Our findings support the feasibility and acceptance, and therefore applicability, of the Grow It! app in adolescents. Further iterations of this serious game app will focus on the increase of compliance and on providing participants feedback through their personal mood profiles. JMIR Publications 2022-03-03 /pmc/articles/PMC8931650/ /pubmed/35238795 http://dx.doi.org/10.2196/29832 Text en ©Evelien Dietvorst, Michelle A Aukes, Jeroen S Legerstee, Annabel Vreeker, Micah M Hrehovcsik, Loes Keijsers, Manon H J Hillegers. Originally published in JMIR Formative Research (https://formative.jmir.org), 03.03.2022. 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 Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on https://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Dietvorst, Evelien
Aukes, Michelle A
Legerstee, Jeroen S
Vreeker, Annabel
Hrehovcsik, Micah M
Keijsers, Loes
Hillegers, Manon H J
A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title_full A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title_fullStr A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title_full_unstemmed A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title_short A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study
title_sort smartphone serious game for adolescents (grow it! app): development, feasibility, and acceptance study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8931650/
https://www.ncbi.nlm.nih.gov/pubmed/35238795
http://dx.doi.org/10.2196/29832
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