| Literature DB >> 30049669 |
Saskia Marion Kelders1,2, Marion Sommers-Spijkerman1, Jochem Goldberg1.
Abstract
BACKGROUND: Gamification is a promising strategy to increase the effectiveness of Web-based mental health interventions by enhancing engagement. However, because most studies focus on the longer term effects of gamification (eg, effectiveness or adherence at the end of the intervention period), there is limited insight into how gamification may enhance engagement. Research implies that gamification has a direct impact at the time of use of the intervention, which changes the experience of the users, and thereby motivates users. However, it is unclear what this direct impact of gamification might be and how it can be measured.Entities:
Keywords: electronic mental health; engagement; gamification; mental health; well-being
Mesh:
Year: 2018 PMID: 30049669 PMCID: PMC6085554 DOI: 10.2196/jmir.9923
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Participants’ demographic characteristics.
| Demographics | Gamified pilot (n=11) and real-life (n=39) | Nongamified pilot (n=8) and real-life (n=36) | Total pilot (n=19) and real-life (N=75) | Statistics | |||
| χ21 | |||||||
| Pilot | 19.6 (1,7) | 20.0 (1.3) | 19.7 (1.5) | 0.399a | — | .54 | |
| Real-life | 23.4 (5.6) | 22.2 (1.5) | 22.8 (4.2) | 1.610b | — | .21 | |
| Pilot | 8 (73) | 7 (88) | 15 (79) | — | 0.6 | .44 | |
| Real-life | 28 (72) | 21 (58) | 49 (65) | — | 1.5 | .22 | |
| Pilot | 10 (91) | 2 (25) | 12 (63) | — | 8.7 | .003 | |
| Real-life | 10 (26) | 7 (19) | 17 (23) | — | 0.4 | .52 | |
aF1,17
bF1,73
Figure 1Overview of the intervention in the gamified version (left) and nongamified version (right). Source: University of Twente, Centre for eHealth and Wellbeing Research.
Figure 2Lesson screen in the gamified version (left) and nongamified version (right). Source: University of Twente, Centre for eHealth and Wellbeing Research.
Pilot experiment outcome variables.
| Outcome | Gamified (n=11), mean (SD) | Nongamified (n=8), mean (SD) | Total (N=19), mean (SD) | Effect size ( | Bootstrapped 95% CI of mean difference | ||
| Positive affect | 36.00 (6.01) | 34.25 (2.71) | 35.26 (4.87) | 0.38 | 0.583 | .46 | −5.86 to 3.15 |
| PIIa | 4.78 (1.16) | 5.38 (1.10) | 5.03 (1.14) | −0.53 | 1.271 | .28 | -0.53 to 1.60 |
| IMI-Eb | 4.81 (1.23) | 5.66 (1.17) | 5.17 (1.25) | −0.71 | 2.341 | .14 | −0.36 to 1.91 |
| PPL-FSQc | 3.61 (0.36) | 3.77 (0.45) | 3.68 (0.39) | −0.39 | 0.748 | .40 | −0.18 to 0.57 |
| Satisfaction | 7.55 (1.21) | 8.25 (1.58) | 7.84 (1.34) | −0.50 | 1.213 | .29 | −0.64 to 1.94 |
| Number of exercises | 7.55 (7.97) | 3.63 (1.19) | 5.89 (6.31) | 0.69 | 1.877 | .19 | −8.92 to 0.21 |
| Number of words | 261.90 (271.21)d | 205.00 (73.59) | 236.61 (204.98) | 0.29 | 0.329 | .57 | −244.10 to 74.79 |
| Time | 25.18 (11.94) | 32.00 (7.45) | 28.05 (10.62) | −0.69 | 2.018 | .17 | −2.38 to 15.97 |
aPII: Personal Involvement Inventory.
bIMI-E: Intrinsic Motivation Inventory, subscale Enjoyment.
cPPL-FSQ: Flow State Questionnaire of the Positive Psychology Lab.
dBased on n=10.
Real-life experiment outcome variables.
| Outcome | Gamified (n=39), mean (SD) | Nongamified (n=36), mean (SD) | Total (N=75), mean (SD) | Effect size ( | |||
| Positive affect | 33.67 (5.47) | 31.08 (7.19) | 32.43 (6.44) | 0.41 | 3.094 | .08 | |
| PIIa | 4.82 (1.06) | 4.18 (1.25) | 4.51 (1.19) | 0.55 | 5.919 | .02 | |
| IMI-Eb | 4.71 (1.20) | 4.17 (1.41) | 4.45 (1.33) | 0.41 | 3.156 | .08 | |
| PPL-FSQc | 3.54 (0.44) | 3.32 (0.45) | 3.44 (0.45) | 0.49 | 4.626 | .04 | |
| SUSd | 43.59 (14.89) | 45.76 (21.49) | 44.63 (18.26) | −0.12 | 0.263 | .61 | |
| Satisfaction | 6.69 (1.70) | 6.36 (1.90) | 6.53 (1.80) | 0.18 | 0.634 | .43 | |
| Number of exercises | 4.41 (3.22) | 4.36 (3.08) | 4.39 (3.13) | 0.02 | 0.005 | .95 | |
| Number of words | 188.10 (112.90) | 164.89 (101.87) | 176.96 (107.66) | 0.22 | 0.869 | .35 | |
| Time | 26.95 (13.57) | 29.06 (11.65) | 27.96 (12.64) | −0.17 | 0.516 | .48 | |
aPII: Personal Involvement Inventory.
bIMI-E: Intrinsic Motivation Inventory, subscale Enjoyment.
cPPL-FSQ: Flow State Questionnaire of the Positive Psychology Lab.
dSUS: System Usability Scale.
Figure 3Mediation models. PA: positive affect.
Outcomes of the mediation models.
| Variable | Coefficient | Standard error | ||
| Condition (a) | 0.345 | 0.161 | .04 | |
| Constant (i1) | 3.271 | 0.1163 | <.001 | |
| Condition (c') | 0.460 | 0.261 | .08 | |
| Positive affect subscale (b) | 0.547 | 0.184 | .004 | |
| Constant (i2) | 2.388 | 0.628 | .003 | |
| Condition | 0.139 | 0.099 | .16 | |
| Positive affect subscale | 0.236 | 0.070 | .001 | |
| Constant | 2.549 | 0.237 | <.001 | |
aR2=.059; F1,73=4.566, P=.04.
bR2=.176; F2,72=7.680, P=.009.
cR2=.190; F2,72=8.424, P=.005.