Applying user-centred techniques and expert feedback to refine an AI-based app for addressing mobile gaming addiction in adolescents

Anna Khoziasheva
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Abstract

Background

The prevalent use of smartphones has contributed to a rise in mobile gaming addiction, especially in young people. This study aimed to describe the design of an enhanced version of the AI-based mGaming Wellness mobile app, to support young individuals in developing healthy mobile gaming habits.

Methods

The study utilised a 4-phased methodology, based on user-centred design principles, the Mobile App Rating Scale, a focus group and in-depth interviews with the app's target audience, and a think-aloud method.

Results

The first round of refinement of mGaming Wellness, guided by input from an expert panel, focused on enhancing engagement and information quality. Feedback led to the identification of 5 key components for digital interventions, including mood and sleep trackers, a statistics dashboard, and educational modules tailored to young users' needs. Subsequent user research prompted the simplification of mood trackers and adjustments in educational content to align closely with adolescents' experiences. Usability testing of a high-fidelity prototype highlighted the app's ease of use and identified areas for further improvement, particularly in understanding how to reduce gaming time and effectively manage gaming-related notifications. The refined mGaming Wellness app can be a valuable resource for mental health professionals, educators, and youngsters seeking support with problematic mobile gaming or interested in building healthy digital habits.

Discussion

The findings advocate for the user-centred techniques in developing digital health interventions, contributing valuable input for research in mental health app development targeted at adolescents. Future research will evaluate the app's effectiveness in reducing problematic gaming behaviour.
应用以用户为中心的技术和专家反馈来改进基于人工智能的应用程序,以解决青少年的手机游戏成瘾问题
智能手机的普遍使用导致了手机游戏成瘾的增加,尤其是在年轻人中。本研究旨在描述基于人工智能的mGaming Wellness移动应用程序的增强版本的设计,以支持年轻人养成健康的移动游戏习惯。该研究采用了4个阶段的方法,基于以用户为中心的设计原则、移动应用评级量表、焦点小组和对应用目标受众的深度访谈,以及出声思考的方法。在专家小组的指导下,对mGaming健康进行了第一轮改进,重点是提高参与度和信息质量。通过反馈,确定了数字干预的5个关键组成部分,包括情绪和睡眠追踪器、统计仪表板以及针对年轻用户需求量身定制的教育模块。随后的用户研究促进了情绪追踪器的简化和教育内容的调整,以密切配合青少年的经历。高保真原型的可用性测试突出了应用的易用性,并确定了需要进一步改进的领域,特别是在了解如何减少游戏时间和有效管理游戏相关通知方面。对于心理健康专业人士、教育工作者和那些在手机游戏问题上寻求帮助或对养成健康的数字习惯感兴趣的年轻人来说,这款精致的mGaming Wellness应用程序是一个宝贵的资源。研究结果倡导在开发数字健康干预措施时采用以用户为中心的技术,为针对青少年的心理健康应用程序开发研究提供了宝贵的投入。未来的研究将评估该应用在减少问题游戏行为方面的有效性。
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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来源期刊
Dialogues in health
Dialogues in health Public Health and Health Policy
CiteScore
0.70
自引率
0.00%
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0
审稿时长
134 days
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