Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14279/26995
Title: | A gamified app for supporting undergraduate students' mental health: A feasibility and usability study | Authors: | Nicolaidou, Iolie Aristeidis, Loizos Lambrinos, Lambros |
Major Field of Science: | Social Sciences | Field Category: | Media and Communications | Keywords: | well-being;COVID-19;Mobile apps;behavioral change techniques;higher education;internet of things;mental health;prevention intervention;resilience building;smartphone sensors | Issue Date: | 21-Jun-2022 | Source: | Digital Health, vol. 8, pp. 1-12, 2022 | Volume: | 8 | Start page: | 1 | End page: | 12 | Journal: | Digital Health | Abstract: | 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. | URI: | https://hdl.handle.net/20.500.14279/26995 | ISSN: | 20552076 | DOI: | 10.1177/20552076221109059 | Rights: | © The Author(s) Attribution-NonCommercial-NoDerivatives 4.0 International |
Type: | Article | Affiliation : | Cyprus University of Technology | Publication Type: | Peer Reviewed |
Appears in Collections: | Άρθρα/Articles |
Files in This Item:
File | Description | Size | Format | |
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2022NicolaidouA gamified app.pdf | Open Access | 1.22 MB | Adobe PDF | View/Open |
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