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Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification.

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  • 1Computer Science, Vrije Universiteit Amsterdam, De Boelelaan 1111, Amsterdam, 1081HV The Netherlands.

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Summary

This study found that an online, gamified self-compassion training program was acceptable for young adults. Gamification elements like stories and rewards effectively motivated participants, enhancing their engagement with mental health training.

Keywords:
GamificationMental healthOnline training programUser experience

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Area of Science:

  • Mental Health
  • Psychology
  • Digital Health

Background:

  • Young adulthood faces high risks for mental health issues.
  • Promoting well-being in young adults is crucial for prevention.
  • Self-compassion is a modifiable trait that can protect mental health.

Purpose of the Study:

  • To evaluate the user experience of a gamified, online self-compassion training program for young adults.
  • To assess the acceptability and engagement of the digital mental health intervention.

Main Methods:

  • A 6-week experimental design involving 294 participants.
  • Online self-guided training program utilizing gamification.
  • User experience assessed via self-report questionnaires and interaction data.

Main Results:

  • Completed intervention participants (n=47) showed high engagement (3.2 days/week, 45.8 interactions).
  • Positive user experience reported (System Usability Scale score of 79.1/100).
  • High engagement with gamified story elements (4.1/5).

Conclusions:

  • The online self-compassion intervention is acceptable for young adults.
  • Gamification, particularly story and rewards, shows promise for motivating users.
  • Digital mental health interventions can be effective tools for promoting self-compassion.