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A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification
1Graduate School of Techno Design, Kookmin University, 77 Jeongneung-ro, Seongbuk-gu, Seoul 02707, Korea.
Gamification encourages young adults to use in-person counseling services. This effect is mediated by perceived usability, which is influenced by the vividness of the presentation.
Area of Science:
- Psychology
- Behavioral Science
- Digital Health
Background:
- Mental illness is a significant concern for young adults.
- The COVID-19 pandemic has exacerbated mental health challenges in this demographic.
- Accessing in-person counseling remains a barrier for many young adults.
Purpose of the Study:
- To investigate the impact of gamification on young adults' adoption of in-person counseling.
- To explore the mediating role of subjective usability in this relationship.
- To examine the moderating effect of presentation vividness.
Main Methods:
- A 2 (Gamification: no vs. yes) x 2 (Vividness: low vs. high) between-subjects experimental design was used.
- One hundred twenty young adults (average age 29) participated.
- Participants in the gamification condition decided on reading introductory material and adopting counseling.
Main Results:
- Gamification significantly increased the adoption of in-person counseling.
- Perceived subjective usability of counseling mediated the effect of gamification on adoption.
- The vividness of the presentation moderated the relationship between gamification and subjective usability.
Conclusions:
- Gamification can effectively nudge young adults toward in-person counseling.
- Subjective usability is a key mediator in this process.
- Presentation vividness influences the effectiveness of gamification in enhancing usability perceptions.
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