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Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis
Ingjerd Jevnaker Straand1, Asbjørn Følstad2, Jone Ravndal Bjørnestad1
1Department of Social Work, University of Stavanger, Stavanger, Norway.
JMIR Human Factors
|January 18, 2024
Summary
Gaming interventions can boost resilience in unemployed youth, but must adapt to user needs and clearly present objectives. User feedback is crucial for effective design, ensuring engagement without distorting the intervention
Area of Science:
- Psychology
- Human-Computer Interaction
- Game Design
Background:
- Young, unemployed adults often lack self-esteem and self-efficacy to navigate job search challenges.
- Web-based positive psychology interventions can reach this demographic at scale but suffer from low user engagement.
- A gamified approach may enhance user experience and engagement with digital interventions.
Purpose of the Study:
- To explore the user experience of a gamified positive psychology intervention among young, unemployed adults.
- To extract design principles for future gaming-based interventions targeting this population.
Main Methods:
- Development of a gaming-based positive psychology intervention by researchers, designers, and developers.
- Formative usability testing with 18 young adults from the target demographic.
- Thematic analysis of transcribed recordings and notes from usability sessions.
Main Results:
- Identified three key themes for future gaming interventions: adaptation to user preferences, empathic player interaction, and sensemaking of experience.
- User preferences necessitate responsiveness to inputs and diverse interaction modes.
- Clear presentation of game objectives and management of user expectations are vital for sensemaking.
Conclusions:
- End-user feedback is critical for aligning intervention design with user needs and preferences.
- Gamification can increase engagement but risks distorting intervention goals if narrative and objectives are misaligned.
- A structured approach is proposed to align user needs, intervention objectives, and gameplay for optimal outcomes.

