Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification.

IF 5.9 Q1 Computer Science
Journal of Healthcare Informatics Research Pub Date : 2023-03-13 eCollection Date: 2023-06-01 DOI:10.1007/s41666-022-00124-z
L M van der Lubbe, C Gerritsen, M C A Klein, R F Rodgers, K V Hindriks
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引用次数: 1

Abstract

Young adulthood is a period of high risk for the development of mental health concerns. Increasing well-being among young adults is important to prevent mental health concerns and their consequences. Self-compassion has been identified as a modifiable trait with the potential to protect against mental health concerns. An online self-guided mental health training program using gamification was developed and the user experience was evaluated in a 6-week experimental design. During this period, 294 participants were allocated to use the online training program via a website. User experience was assessed via self-report questionnaires, and interaction data for the training program were also collected. Results showed that those who completed the intervention (n= 47) visited the website on average 3.2 days a week, with a mean of 45.8 interactions during the 6 weeks. Participants report positive user experiences of the online training, on average a System Usability Scale Brooke (1) score of 79.1 (out of 100) at the end-point. Participants showed positive engagement with story elements of the training, based on an average score of 4.1 (out of 5) in the evaluation of the story at the end-point. This study found the online self-compassion intervention for youth to be acceptable, although some features seem preferred by users as compared to others. Gamification in the form of a guiding story and a reward structure seemed to be a promising element for successfully motivating participants and serving as a guiding metaphor for self-compassion.

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用户使用游戏化的在线自我指导心理健康培训计划的体验。
青年期是心理健康问题发展的高风险时期。提高年轻人的幸福感对于预防心理健康问题及其后果非常重要。自我同情被认为是一种可改变的特质,有可能防止心理健康问题。开发了一个使用游戏化的在线自我指导心理健康培训程序,并在为期6周的实验设计中评估了用户体验。在此期间,294名参与者被分配通过网站使用在线培训计划。通过自我报告问卷评估用户体验,并收集培训项目的互动数据。结果显示,那些完成干预的人(n= 47)平均每周访问网站3.2天,6周内平均有45.8次互动。参与者报告了在线培训的积极用户体验,在结束时,系统可用性量表Brooke(1)的平均得分为79.1(满分100)。参与者对培训中的故事元素表现出积极的参与,在结束时对故事的评估中平均得分为4.1分(满分5分)。这项研究发现,对年轻人的在线自我同情干预是可以接受的,尽管与其他功能相比,一些功能似乎更受用户的青睐。引导故事和奖励结构形式的游戏化似乎是成功激励参与者并作为自我同情的指导隐喻的一个有希望的元素。
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来源期刊
Journal of Healthcare Informatics Research
Journal of Healthcare Informatics Research Computer Science-Computer Science Applications
CiteScore
13.60
自引率
1.70%
发文量
12
期刊介绍: Journal of Healthcare Informatics Research serves as a publication venue for the innovative technical contributions highlighting analytics, systems, and human factors research in healthcare informatics.Journal of Healthcare Informatics Research is concerned with the application of computer science principles, information science principles, information technology, and communication technology to address problems in healthcare, and everyday wellness. Journal of Healthcare Informatics Research highlights the most cutting-edge technical contributions in computing-oriented healthcare informatics.  The journal covers three major tracks: (1) analytics—focuses on data analytics, knowledge discovery, predictive modeling; (2) systems—focuses on building healthcare informatics systems (e.g., architecture, framework, design, engineering, and application); (3) human factors—focuses on understanding users or context, interface design, health behavior, and user studies of healthcare informatics applications.   Topics include but are not limited to: ·         healthcare software architecture, framework, design, and engineering;·         electronic health records·         medical data mining·         predictive modeling·         medical information retrieval·         medical natural language processing·         healthcare information systems·         smart health and connected health·         social media analytics·         mobile healthcare·         medical signal processing·         human factors in healthcare·         usability studies in healthcare·         user-interface design for medical devices and healthcare software·         health service delivery·         health games·         security and privacy in healthcare·         medical recommender system·         healthcare workflow management·         disease profiling and personalized treatment·         visualization of medical data·         intelligent medical devices and sensors·         RFID solutions for healthcare·         healthcare decision analytics and support systems·         epidemiological surveillance systems and intervention modeling·         consumer and clinician health information needs, seeking, sharing, and use·         semantic Web, linked data, and ontology·         collaboration technologies for healthcare·         assistive and adaptive ubiquitous computing technologies·         statistics and quality of medical data·         healthcare delivery in developing countries·         health systems modeling and simulation·         computer-aided diagnosis
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