Repository logoCyprus University of Technology
Log In(current)
Ελληνικά
English
  1. Home
  2. Cyprus University of Technology (Research Output)
  3. Άρθρα/Articles
  4. A gamified app for supporting undergraduate students' mental health: A feasibility and usability study
  • Details

A gamified app for supporting undergraduate students' mental health: A feasibility and usability study

Journal
Digital Health
Date Issued
June 21, 2022
Author(s)
Nicolaidou, Iolie  
Aristeidis, Loizos  
Lambrinos, Lambros  
DOI
10.1177/20552076221109059
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.
Subjects

well-being

COVID-19

Mobile apps

behavioral change tec...

higher education

internet of things

mental health

prevention interventi...

resilience building

smartphone sensors

File(s)
Thumbnail Image
Name

2022NicolaidouA gamified app.pdf

Size

1.19 MB

Format

Adobe PDF

Checksum (MD5)

82ad71748abebc8de48142b24da876ad

Explore by
  • Collections
  • Research Outputs
  • Researchers
  • Faculty & Departments
  • Theses
  • Patents
  • Projects
  • Journals
  • Conferences
Useful Links
  • Researcher Portfolio Guide
  • Researcher Profile
  • Create an ORCID ID
  • CUT Open Access Author Fund
  • ETDS Guide
Copyright Policies

Use Sherpa/Romeo to find publisher copyright policies

Go
Go
  • SPARC Author Addendum Engine
  • National Open Access Policy in Cyprus
Deposit your work to Ktisis
  • Self-archiving. Please sign in to Ktisis.
  • Email your work to:
    library.dspace@cut.ac.cy
  • Contact your subject librarian

Member of

OpenAIREre3dataOpenDOARCOREDART
Cyprus University of Technology
Library and
Information
Services

Copyright © 2022 - Library and Information Services Feedback - Built with DSpace-CRIS - 4Science

  • Accessibility settings
  • Privacy policy
  • End User Agreement
COAR NotifyCOAR Notify