| Literature DB >> 30455165 |
Vanessa Wan Sze Cheng1, Tracey A Davenport1, Daniel Johnson2, Kellie Vella2, Jo Mitchell3, Ian B Hickie1.
Abstract
BACKGROUND: Men have different mental health needs as compared with women, and women make up the primary audience of most digital mental health interventions. An Australian football-themed (specifically Australian Football League, AFL) app named MindMax incorporating psychoeducation, gamification, mini-games, and social connection was developed in an effort to address this issue.Entities:
Keywords: adolescent; cell phone; football; gamification; mental health; men’s health; social connection; sport; video games; well-being; young adult
Year: 2018 PMID: 30455165 PMCID: PMC6277826 DOI: 10.2196/11068
Source DB: PubMed Journal: JMIR Ment Health ISSN: 2368-7959
Figure 1Selected sketches from the knowledge-translated design of MindMax.
Figure 2The beta build tested in March 2017. Left: the avatar creation process; middle: a goal-setting activity in Fit Minds; right: an activity in Values.
Figure 3The updated launch version tested in November 2017. Left: the psychoeducational module selection screen following a layout change; middle: the new goal-kicking casual game, “Flick Footy,” which cost “footies” to play. “Footies” are earned by interacting with the social or psychoeducational components; right: an anonymized example of a “shareable” generated by a user after completing Fit Minds.
Figure 4An example of a mini-game used to illustrate the concept of letting unhelpful thoughts pass, in Thoughts.
Participatory design workshop and participant characteristics.
| Workshop (n=40), n | Location | Age group (years) | Gender split | Recruitment pool |
| 1 (6) | Melbourne | 16-25 | 3 males, 3 females | AFLPAa-affiliated individuals |
| 2 (5) | Melbourne | 26-35 | 3 males, 2 females | AFLPAa-affiliated individuals |
| 3 (10) | Sydney | Mixed | 4 males, 6 females | Mental health and technology academics and research students |
| 4 (4) | Sydney | Mixed | 2 males, 2 females | Mental health and technology academics and research students |
| 5 (8) | Brisbane | 16-25 | 8 males | Video game design and research students and staff |
| 6 (7) | Brisbane | 26-35 | 5 males, 2 females | Video game design and research students and staff |
aAFLPA: Australian Football League Players’ Association.
User experience testing interview and participant characteristics.
| Time point and participant | Age (years) | Gender | Mobile phone (operating system, OS) | Video game play (hour/week) | AFLa match watching (hour/week) | |
| P1 | 29 | Female | iPhone 6 (iOS 10.1) | 0 | 1 | |
| P2 | 33 | Female | iPhone 5 (iOS 9) | 0.5 | 1 | |
| P3 | 26 | Male | iPhone 6 (iOS 10.1) | 1 | 1 | |
| P4 | 29 | Female | Samsung S7 Edge (Android; OS unsure) | 0 | 0 | |
| P5 | 19 | Male | iPhone 6 (iOS 10.2.1) | 1 | 2 | |
| P6 | 24 | Male | iPhone 6 (iOS 10.2.1) | 20 | 2 | |
| P7 | 39 | Female | iPhone 6 (iOS 10.2.1) | 20 | 0 | |
| P8 | 21 | Female | iPhone 6 (iOS 10.2.1) | 3 | 0 | |
| P9 | 20 | Male | iPhone 6 (iOS 10.2.1) | 30 | 0 | |
| P10 | 19 | Male | Xiaomi RedMe Note 4 (Android 6.0) | 5 | 0 | |
| P11 | 22 | Male | Oneplus 3T (Android 6.0) | 5 | 0 | |
| P12 | 22 | Male | Samsung S5 (Android 6.0.1) | 5 | 0 | |
| P13 | 22 | Male | Samsung J7 Prime (Android 6.0.1) | 20 | 0 | |
| P14 | 22 | Male | Samsung Galaxy S5 (Android 6.0.1) | 1 on average; 3 in holidays | 0 | |
| P15 | 20 | Male | iPhone 5 (iOS 11.0.3) | 24 | 0 | |
aAFL: Australian Football League.