Gamification of eHealth Interventions to Increase User Engagement and Reduce Attrition

Joana de Paiva Azevedo, Hannah Delaney, McKenna Epperson, Cassia Jbeili, Samantha Jensen, Chase McGrail, Haley Weaver, Anna N. Baglione, Laura E. Barnes
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引用次数: 10

Abstract

Approximately one in five people in the United States are affected by mental illness, with anxiety disorders being the most common. Barriers to treatment include limited access to trained professionals and high financial cost. eHealth applications are one alternative to treatment outside of a traditional clinical setting. Patients can readily access eHealth interventions on their own time via devices such as computers, tablets, and smartphones. Despite the scalability and accessibility of eHealth applications, their benefits are overshadowed by high attrition rates. MindTrails (MT), an existing eHealth platform, uses Cognitive Bias Modification (CBM) to treat anxiety through online interventions designed to change negative thinking patterns. The MindTrails program has the potential to treat a large population of anxious individuals. The objective of this work is to identify, analyze, and implement strategies to increase user engagement with MindTrails by exploring the integration of gamification/engagement strategies into the program. Our design for increasing engagement focuses on the Doherty Web Strategies, incorporating interactive, personal, supportive, and social elements. Using this new design, users will be able to set personalized goals that are clear, actionable, and reasonably challenging. To meet our objective, we developed high fidelity wireframes and prototypes, with the intent of utilizing user studies to evaluate the efficacy in MindTrails. Results of user tests are hypothesized to show the effectiveness of a personalized gamification feature in increasing user engagement while simultaneously reducing attrition. The improved design will be included in the next launch of the MindTrails program and demonstrates progress toward increasing the effectiveness of CBM treatment in eHealth applications.
电子医疗干预的游戏化以提高用户参与度并减少人员流失
在美国,大约五分之一的人受到精神疾病的影响,其中最常见的是焦虑症。治疗的障碍包括获得训练有素的专业人员的机会有限和高昂的财务费用。电子健康应用程序是传统临床环境之外的一种治疗选择。患者可以随时通过电脑、平板电脑和智能手机等设备访问电子健康干预措施。尽管电子健康应用程序具有可扩展性和可访问性,但其优势被高流失率所掩盖。MindTrails (MT)是一个现有的电子健康平台,使用认知偏差修正(CBM)通过旨在改变消极思维模式的在线干预来治疗焦虑。MindTrails项目有潜力治疗大量焦虑的个体。这项工作的目标是通过探索将游戏化/参与策略整合到MindTrails程序中来识别、分析和实施策略,以提高用户对MindTrails的参与度。我们增加参与的设计集中在Doherty网络策略上,结合了互动、个人、支持和社会元素。使用这种新设计,用户将能够设置个性化的目标,这些目标是明确的、可操作的,并且具有一定的挑战性。为了实现我们的目标,我们开发了高保真线框图和原型,目的是利用用户研究来评估MindTrails的功效。用户测试的结果显示了个性化游戏化功能在提高用户粘性的同时减少流失的有效性。改进后的设计将包含在MindTrails计划的下一个发布中,并展示了在电子健康应用中提高CBM治疗有效性方面取得的进展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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