Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/26995
DC FieldValueLanguage
dc.contributor.authorNicolaidou, Iolie-
dc.contributor.authorAristeidis, Loizos-
dc.contributor.authorLambrinos, Lambros-
dc.date.accessioned2022-11-01T12:18:41Z-
dc.date.available2022-11-01T12:18:41Z-
dc.date.issued2022-06-21-
dc.identifier.citationDigital Health, vol. 8, pp. 1-12, 2022en_US
dc.identifier.issn20552076-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/26995-
dc.description.abstractResilience, 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.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofDigital Healthen_US
dc.rights© The Author(s)en_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectwell-beingen_US
dc.subjectCOVID-19en_US
dc.subjectMobile appsen_US
dc.subjectbehavioral change techniquesen_US
dc.subjecthigher educationen_US
dc.subjectinternet of thingsen_US
dc.subjectmental healthen_US
dc.subjectprevention interventionen_US
dc.subjectresilience buildingen_US
dc.subjectsmartphone sensorsen_US
dc.titleA gamified app for supporting undergraduate students' mental health: A feasibility and usability studyen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryMedia and Communicationsen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1177/20552076221109059en_US
dc.identifier.pmid35756831-
dc.identifier.scopus2-s2.0-85132585335-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85132585335-
dc.relation.volume8en_US
cut.common.academicyear2021-2022en_US
dc.identifier.spage1en_US
dc.identifier.epage12en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.grantfulltextopen-
item.cerifentitytypePublications-
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.openairetypearticle-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.orcid0000-0002-6810-1479-
crisitem.author.parentorgFaculty of Communication and Media Studies-
crisitem.author.parentorgFaculty of Communication and Media Studies-
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