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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)...

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Detalles Bibliográficos
Autores principales: Nicolaidou, Iolie, Aristeidis, Loizos, Lambrinos, Lambros
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2022
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.
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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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