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Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
L M van der Lubbe1, C Gerritsen1, M C A Klein1
1Computer Science, Vrije Universiteit Amsterdam, De Boelelaan 1111, Amsterdam, 1081HV The Netherlands.
Journal of Healthcare Informatics Research
|June 26, 2023
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.
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.
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