| Literature DB >> 28421021 |
Alexis Keeman1, Katharina Näswall1, Sanna Malinen1, Joana Kuntz1.
Abstract
This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees (n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context.Entities:
Keywords: changes in wellbeing; experimental studies; longitudinal studies; the Five Ways to Wellbeing; the Wellbeing Game
Year: 2017 PMID: 28421021 PMCID: PMC5378814 DOI: 10.3389/fpsyg.2017.00505
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Means and standard deviations of the number of pictures placed in each category across T1 and T2.
| Positive | 17.15 | 6.22 | 17.20 | 6.11 | 16.55 | 6.50 | 16.25 | 5.570 | 0.072 | 0.789 |
| Neutral | 16.69 | 6.66 | 17.68 | 7.01 | 16.00 | 5.81 | 15.40 | 10.01 | 0.015 | 0.902 |
| Negative | 26.15 | 6.20 | 24.96 | 6.28 | 27.35 | 6.23 | 28.20 | 8.051 | 0.013 | 0.911 |
F and p-values refer to the interaction between group and time on category placement.
Figure 1Wellbeing scores at Time 1 and Time 2 when the degree to which the Wellbeing Game was perceived to increase connections with others was controlled for.