TY - GEN
T1 - Improving Student Mental Health Through Health Objectives in a Mobile App
AU - Vinogradov, Mikhail
AU - Chang, Maiga
AU - Lin, Fuhua
AU - Yan, Yang
N1 - Publisher Copyright:
© 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2023
Y1 - 2023
N2 - This research sets out to validate a mobile app intervention that aimed to improve the participant’s mental health by asking them to engage in small daily challenges. The challenges encouraged the participant to create a better sleep, diet, and exercise routine, which in turn create better mental health. The challenges were gamified with points, badges, and leaderboards. The participants were split into two groups with the gamification features only shown to half of the participants to help measure the effect of gamification on the engagement. The study gathered 73 participants, of which 67 completed at least one challenge, 30 participated in multiple mental health surveys allowing us to calculate a change in mental health over time, and 8 completed the entire 8-week trial. Throughout the trial participants were asked to fill out a 4-item questionnaire to evaluate their mental health, while analytics were gathered about their engagement with the app as measured by the number of days they opened the app and number of points they collected. Correlation analyses were performed to measure the relationship between engagement and mental health and split by group. We observed a negative correlation between points gained and mental health score, as well as a difference in means between the control and experiment groups suggesting that engagement could be influenced by gamification and has a positive effect on mental health.
AB - This research sets out to validate a mobile app intervention that aimed to improve the participant’s mental health by asking them to engage in small daily challenges. The challenges encouraged the participant to create a better sleep, diet, and exercise routine, which in turn create better mental health. The challenges were gamified with points, badges, and leaderboards. The participants were split into two groups with the gamification features only shown to half of the participants to help measure the effect of gamification on the engagement. The study gathered 73 participants, of which 67 completed at least one challenge, 30 participated in multiple mental health surveys allowing us to calculate a change in mental health over time, and 8 completed the entire 8-week trial. Throughout the trial participants were asked to fill out a 4-item questionnaire to evaluate their mental health, while analytics were gathered about their engagement with the app as measured by the number of days they opened the app and number of points they collected. Correlation analyses were performed to measure the relationship between engagement and mental health and split by group. We observed a negative correlation between points gained and mental health score, as well as a difference in means between the control and experiment groups suggesting that engagement could be influenced by gamification and has a positive effect on mental health.
KW - Diet
KW - Exercise
KW - Intention
KW - Intrinsic Motivation
KW - Measurement of the Intention to be Physically Active (MIFA)
KW - Patient Health Questionnaire (PHQ)
KW - Physical Activity
KW - Sleep
KW - System Usability Scale (SUS)
UR - http://www.scopus.com/inward/record.url?scp=85152529109&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-29548-5_8
DO - 10.1007/978-3-031-29548-5_8
M3 - Published Conference contribution
AN - SCOPUS:85152529109
SN - 9783031295478
T3 - Communications in Computer and Information Science
SP - 110
EP - 123
BT - ICT for Health, Accessibility and Wellbeing - 2nd International Conference, IHAW 2022, Revised Selected Papers
A2 - Papadopoulos, George Angelos
A2 - Achilleos, Achilleas
A2 - Pissaloux, Edwige
A2 - Velázquez, Ramiro
T2 - 2nd International Conference on ICT for Health, Accessibility and Wellbeing, IHAW 2022
Y2 - 5 December 2022 through 7 December 2022
ER -