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A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study
Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps)...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9228636/ https://www.ncbi.nlm.nih.gov/pubmed/35756831 http://dx.doi.org/10.1177/20552076221109059 |
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author | Nicolaidou, Iolie Aristeidis, Loizos Lambrinos, Lambros |
author_facet | Nicolaidou, Iolie Aristeidis, Loizos Lambrinos, Lambros |
author_sort | Nicolaidou, Iolie |
collection | PubMed |
description | Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students’ resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses (M = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods. |
format | Online Article Text |
id | pubmed-9228636 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-92286362022-06-25 A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study Nicolaidou, Iolie Aristeidis, Loizos Lambrinos, Lambros Digit Health Special Collection on Covid-19 Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students’ resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses (M = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods. SAGE Publications 2022-06-21 /pmc/articles/PMC9228636/ /pubmed/35756831 http://dx.doi.org/10.1177/20552076221109059 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by-nc/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (https://creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Special Collection on Covid-19 Nicolaidou, Iolie Aristeidis, Loizos Lambrinos, Lambros A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title | A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title_full | A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title_fullStr | A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title_full_unstemmed | A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title_short | A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study |
title_sort | gamified app for supporting undergraduate students’ mental health: a feasibility and usability study |
topic | Special Collection on Covid-19 |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9228636/ https://www.ncbi.nlm.nih.gov/pubmed/35756831 http://dx.doi.org/10.1177/20552076221109059 |
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