| Literature DB >> 35200291 |
Abstract
Mental illness has always been an important issue for young adults. Moreover, initiatives resulting from the outbreak of COVID-19 have had an even greater impact on the mental health of young adults. This study sought to examine the effect of gamification on whether young adults adopt in-person counseling. One hundred twenty young adults (42 males and 78 females) with an average age of 29 years participated in our experiment. In the experiment, a 2 (Gamification: no vs. yes) × 2 (Vividness: low vs. high) between-subjects design was employed. In the "yes" gamification condition, participants decided whether or not to read introductory material about in-person counseling, and also whether or not to adopt in-person counseling in the future. The results of the study show that: (1) gamification increased adoption, (2) participants' perception of subjective usability of in-person counseling mediated the effect of gamification to adoption, and (3) vividness of presentation moderated subjective usability. Our study demonstrated that gamification nudges young adults to adopt in-person counseling while subjective usability mediates the relationship, and vividness moderates the relationship between gamification and subjective usability. Our findings provide counselors fresh insights into motivating people to access counseling services.Entities:
Keywords: adoption; counseling; gamification; nudge; usability; vividness
Year: 2022 PMID: 35200291 PMCID: PMC8869444 DOI: 10.3390/bs12020040
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
The difference between gamification: no and gamification: yes according to environment element.
| Gamification: No | Gamification: Yes | |
|---|---|---|
| Environment |
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Figure 1A Model of the Adoption Stage by Rogers.
Figure 2A Framework of Usability According to Yen’s Health IT Usability Evaluation Model (Health-ITUEM).
Figure 3Adoption of in-person counseling as the function of the gamification of in-person counseling, the objective usability of in-person counseling, the subjective usability of in-person counseling, and the vividness of presentation of in-person counseling.
Stimuli differing 2 × 2 between-subjects design.
| Gamification: No | Gamification: Yes | |
|---|---|---|
| Vividness: low |
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| Vividness: high |
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Participants’ characteristics.
| Measure | Groups | N (%) | M (SD) |
|---|---|---|---|
| Sex | Male | 42 (35%) | - |
| Female | 78 (65%) | ||
| Age | 20–29 | 67 (55.83%) | 29.333 (4.198) |
| 30–40 | 53 (44.17%) | ||
| Nationality | Korea | 62 (51.7%) | - |
| China | 58 (48.3%) |
Correlation analysis among effectiveness, efficiency, and satisfaction.
| Variable | 1 | 2 | 3 |
|---|---|---|---|
| 1. Effectiveness | 1.000 | ||
| 2. Efficiency | 0.666 *** | 1.000 | |
| 3. Satisfaction | 0.145 | 0.117 | 1.000 |
| Mean | 79.167 | 34.167 | 64.792 |
| Std. Deviation | 17.178 | 45.827 | 12.861 |
*** p < 0.001, ** p < 0.01, * p < 0.05.
Total Variance Explained.
| Component | Eigenvalue | Difference | Proportion | Cumulative |
|---|---|---|---|---|
| 1 | 1.714 | 0.762 | 0.571 | 0.571 |
| 2 | 0.953 | 0.619 | 0.318 | 0.889 |
| 3 | 0.333 | - | 0.111 | 1.000 |
The rotated component matrix between effectiveness, efficiency, and satisfaction.
| Variable | Comp1 | Comp2 | Comp3 | Unexplained |
|---|---|---|---|---|
| Effectiveness | 0.913 | 0.045 | - | 0 |
| Efficiency | 0.908 | 0.087 | - | 0 |
| Satisfaction | 0.072 | 0.997 | - | 0 |
Notes. Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization.
Statistical power of independent sample t-tests sample size.
| Effect Size D | α Err Prob | Power (1-β Err Prob) | Noncentrality Parameter δ | Critical t | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
|---|---|---|---|---|---|---|---|
| 0.830 | 0.100 | 0.800 | 2.560 | 1.688 | 38 | 120 | 0.807 |
Direct effects of gamification on adoption via objective and subjective usability of in-person counseling.
| Output | Mediator | Model | R2 | B | SE | t |
| LLCI | ULCI |
|---|---|---|---|---|---|---|---|---|---|
| Adoption | Objective usability | Gamification → Objective Usability | 0.120 ** | 0.546 | 0.181 | 3.014 | 0.003 | 0.246 | 0.846 |
| Objective usability → Adoption | 0.199 *** | −0.078 | 0.109 | −0.712 | 0.478 | −0.259 | 0.103 | ||
| Gamification → Adoption | 0.084 * | .520 | .225 | 2.314 | 0.022 | 0.147 | 0.892 | ||
| Gamification → Adoption | 0.199 *** | 0.378 | 0.225 | 1.676 | 0.096 | 0.004 | 0.751 | ||
| Subjective usability | Gamification → Subjective usability | 0.097 * | 0.434 | 0.184 | 2.365 | 0.020 | 0.130 | 0.738 | |
| Subjective usability → Adoption | 0.199 *** | 0.426 | 0.108 | 3.954 | 0.000 | 0.247 | 0.604 | ||
| Gamification → Adoption | 0.084 * | 0.520 | 0.225 | 2.314 | 0.022 | 0.147 | 0.892 | ||
| Gamification → Adoption | 0.199 *** | 0.378 | 0.225 | 1.676 | 0.096 | 0.004 | 0.751 |
Note. The confidence level for all confidence intervals in the output is 90%; *** p < 0.001, ** p < 0.01, * p < 0.05.
Indirect effects of gamification on adoption via objective and subjective usability of in-person counseling.
| Gamification (X) | Adoption (Y) | Bias-Corrected Bootstrap 90% CI | |||
|---|---|---|---|---|---|
| Mediator (M) | Indirect effect | BootSE | BootLL | BootUL | |
| Objective usability | −0.042 | 0.071 | −0.168 | 0.066 | |
| Subjective usability | 0.185 | 0.102 | 0.042 | 0.372 | |
Note. The confidence level for all confidence intervals in the output is 90%. The bootstrap sample used for the percent bootstrap confidence interval is 5000.
Statistical power of mediation analysis sample size.
| Effect Size f2 | α err Prob | Power (1-β err Prob) | Noncentrality Parameter λ | Critical F | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
|---|---|---|---|---|---|---|---|
| 0.157 | 0.100 | 0.800 | 10.389 | 2.039 | 66 | 120 | 0.803 |
Interaction effects of gamification and vividness on the objective and subjective usability of in-person counseling.
| Output | Model | R2 | B | SE | t |
| LLCI | ULCI |
|---|---|---|---|---|---|---|---|---|
| Objective usability | Gamification × Vividness → Objective usability | 0.656 *** | −1.329 | 0.224 | −5.926 | 0.000 | −1.702 | −0.957 |
| Subjective usability | Gamification × Vividness → Subjective usability | 0.167 ** | 1.079 | 0.349 | 3.089 | 0.003 | 0.499 | 1.658 |
Note. The confidence level for all confidence intervals in the output is 90%; *** p < 0.001, ** p < 0.01, * p < 0.05.
Conditional effects of vividness on the objective and subjective usability of in-person counseling.
| Gamification (X) | Bias-Corrected 90% CI | ||||||
|---|---|---|---|---|---|---|---|
| Mediator (M) | Vividness (W) | Conditional Effect | SE | t |
| LL | UL |
| Objective usability | 0 | 1.130 | 0.156 | 7.257 | 0.000 | 0.872 | 1.388 |
| 1 | −0.200 | 0.165 | −1.213 | 0.228 | −0.473 | 0.073 | |
| Subjective usability | 0 | −0.075 | 0.242 | −0.311 | 0.757 | −0.477 | 0.327 |
| 1 | 1.003 | 0.256 | 3.914 | 0.000 | 0.578 | 1.428 | |
Note. The confidence level for all confidence intervals in the output is 90%.
Indirect effects of gamification on adoption via objective and subjective usability and the vividness of presentation of in-person counseling.
| Gamification (X) | Adoption (Y) | Bias-Corrected Bootstrap 90% CI | |||
|---|---|---|---|---|---|
| Mediator (M) | Vividness (W) | Indirect Effect | BootSE | BootLL | BootUL |
| Objective usability | 0 | −0.088 | 0.142 | −0.327 | 0.137 |
| 1 | 0.016 | 0.034 | −0.023 | 0.082 | |
| Subjective usability | 0 | −0.032 | 0.108 | −0.199 | 0.155 |
| 1 | 0.427 | 0.166 | 0.178 | 0.732 | |
Note. The confidence level for all confidence intervals in the output is 90%. The bootstrap sample used for the percent bootstrap confidence interval is 5000.
Moderated mediation using a two-way analysis of variance (ANOVA) and the moderated mediation relationships between gamification and the vividness of in-person counseling.
| Output | Measure | Sum of Squares | df | Mean Square | F |
| Partial Eta Squared |
|---|---|---|---|---|---|---|---|
| Objective | Corrected Model | 72.997 a | 3 | 24.332 | 61.355 | 0.000 | 0.613 |
| Intercept | 0.000 | 1 | 0.000 | 0.000 | 1.000 | 0.000 | |
| Gamification | 7.286 | 1 | 7.286 | 18.371 | 0.000 | 0.137 | |
| Vividness | 52.826 | 1 | 52.826 | 133.203 | 0.000 | 0.535 | |
| Gamification × Vividness | 12.885 | 1 | 12.885 | 32.490 | 0.000 | 0.219 | |
| Error | 46.004 | 116 | 0.397 | ||||
| Total | 119.000 | 120 | |||||
| Corrected Total | 119.000 | 119 | |||||
| Subjective | Corrected Model | 11.877 b | 3 | 3.959 | 4.287 | 0.007 | 0.100 |
| Intercept | 0.000 | 1 | 0.000 | 0.000 | 1.000 | 0.000 | |
| Gamification | 4.594 | 1 | 4.594 | 4.975 | 0.028 | 0.041 | |
| Vividness | 0.016 | 1 | 0.016 | 0.017 | 0.896 | 0.000 | |
| Gamification × Vividness | 7.267 | 1 | 7.267 | 7.869 | 0.006 | 0.064 | |
| Error | 107.123 | 116 | 0.924 | ||||
| Total | 119.000 | 120 | |||||
| Corrected Total | 119.000 | 119 |
Note. a represents R Squared = 0.613 (Adjusted R Squared = 0.603), b represents R Squared = 0.100 (Adjusted R Squared = 0.077).
Moderated mediation using a two-way analysis of variance (ANOVA) and the interaction relationships between gamification and vividness of in-person counseling.
| Mediator (M) | Gamification (X) | Vividness (W) | Mean | Std. Error | LBCI | UBCI |
|---|---|---|---|---|---|---|
| Objective usability | 0 | 0 | 0.089 | 0.115 | −0.101 | 0.280 |
| 1 | −0.582 | 0.115 | −0.773 | −0.392 | ||
| 1 | 0 | 1.238 | 0.115 | 1.047 | 1.428 | |
| 1 | −0.745 | 0.115 | −0.935 | −0.554 | ||
| Subjective usability | 0 | 0 | 0.039 | 0.175 | −0.252 | 0.330 |
| 1 | −0.430 | 0.175 | −0.721 | −0.139 | ||
| 1 | 0 | −0.062 | 0.175 | −0.353 | 0.229 | |
| 1 | 0.453 | 0.175 | 0.162 | 0.744 |
Note. The confidence level for all confidence intervals in the output is 90%.
Statistical power of two-way ANOVA sample size.
| Output | Effect Size f2 | α err Prob | Power (1-β err Prob) | Numerator Df | Noncentrality Parameter λ | Critical F | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
|---|---|---|---|---|---|---|---|---|---|
| Objective | 0.530 | 0.100 | 0.800 | 1 | 6.730 | 2.975 | 24 | 120 | 0.805 |
| Subjective | 0.261 | 0.100 | 0.800 | 1 | 6.291 | 2.763 | 92 | 120 | 0.800 |