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Measuring Engagement of Spectators of Social Digital Games
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User journey method: a case study for improving digital intervention use measurement.

Lauri Lukka1, Maria Vesterinen2, Antti Salonen3

  • 1Department of Neuroscience and Biomedical Engineering, School of Science, Aalto University, Rakentajanaukio 2, Espoo, 02150, Finland. lauri.lukka@aalto.fi.

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Summary
This summary is machine-generated.

The user journey method comprehensively evaluated digital mental health intervention elements, identifying specific barriers to improve user engagement and reduce dropout rates in Major Depressive Disorder treatment.

Keywords:
AcceptabilityDepressionDigital interventionsEngagementEvaluation methodsImplementationMental healthMixed methodsUse dataUser-centered design

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Area of Science:

  • Digital Mental Health
  • Clinical Psychology
  • Health Informatics

Background:

  • Digital mental health interventions often suffer from low user engagement.
  • Current methods for measuring intervention use may not pinpoint specific elements causing user dropout.
  • Identifying these barriers is crucial for iterative development and improving digital mental health solutions.

Purpose of the Study:

  • To introduce and apply the user journey method for comprehensive measurement of digital intervention use.
  • To identify specific intervention elements associated with user dropout.
  • To facilitate iterative development and implementation of digital mental health interventions.

Main Methods:

  • Applied the user journey method in a clinical trial for a game-based intervention (Meliora) for Major Depressive Disorder.
  • Modeled the intervention into technological (Recruitment, Website, Questionnaires, Intervention Software) and interpersonal (Assessment, Support) elements.
  • Combined social media analytics, website data, signup data, interviews, questionnaire data, and intervention use data for analysis.

Main Results:

  • Recruitment reached over 145,000 individuals; 1,007 signed up via the website.
  • 457 out of 498 assigned participants used the intervention software, with an average use of 17.3 hours over 38.9 days.
  • The intervention had an average dropout rate of 2.6% across 28 levels, with 116 participants completing the post-intervention questionnaire.

Conclusions:

  • The user journey method provided a comprehensive evaluation of all intervention elements.
  • This method effectively identified specific use barriers within the digital intervention.
  • The findings expedite iterative development and implementation strategies for digital mental health tools.