| Literature DB >> 35284368 |
Mona Alhasani1, Dinesh Mulchandani1, Oladapo Oyebode1, Nilufar Baghaei2, Rita Orji1.
Abstract
Stress is one of the significant triggers of several physiological and psychological illnesses. Mobile health apps have been used to deliver various stress management interventions and coping strategies over the years. However, little work exists on persuasive strategies employed in stress management apps to promote behavior change. To address this gap, we review 150 stress management apps on both Google Play and Apple's App Store in three stages. First, we deconstruct and compare the persuasive/behavior change strategies operationalized in the apps using the Persuasive Systems Design (PSD) framework and Cialdini's Principles of Persuasion. Our results show that the most frequently employed strategies are personalization, followed by self-monitoring, and trustworthiness, while social support strategies such as competition, cooperation and social comparison are the least employed. Second, we compare our findings within the stress management domain with those from other mental health domains to uncover further insights. Finally, we reflect on our findings and offer eight design recommendations to improve the effectiveness of stress management apps and foster future research.Entities:
Keywords: design recommendations; mental health; mobile health apps; persuasive strategies; persuasive technology; stress management; systematic review
Mesh:
Year: 2022 PMID: 35284368 PMCID: PMC8907579 DOI: 10.3389/fpubh.2022.777567
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Twenty-eight persuasive strategies in the Persuasive Systems Design (PSD) framework.
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| Reduction | Reduces users' effort by breaking complex behaviors into simple to help them perform the target behavior. |
| Tunneling | Guide users through a process to provide opportunities to encourage them along the way. |
| Tailoring | Provide Information will be more persuasive if it is tailored to the potential needs, interests, personality, usage context, or other factors related to a particular user group. |
| Personalization | Offer personalized content or customized services for users. |
| Self-monitoring | Allow users to track and monitor their performance, progress, or status in achieving their goals. |
| Simulation | Enable users to observe the link between the cause and effect of their behaviors. |
| Rehearsal | Provide means for users to rehearse their target behavior. |
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| Praise | Offer praise through symbols, words, images or sounds as feedback for users to encourage their progress toward the target behavior. |
| Rewards | Provide virtual rewards for users when completing their target behaviors. |
| Reminders | Remind users of their target behavior to assist achieve their goals. |
| Suggestion | Provide appropriate suggestions for users to achieve their target behaviors. |
| Similarity | Remind users of themselves or adopt trending features in a meaningful way |
| Liking | Contain a visually attractive look and feel which meets users' desires. |
| Social role | Adopts a social role such as provide communication between users and the system's specialists. |
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| Trustworthiness | Provide truthful, reasonable, and unbiased information for users. |
| Expertise | Provide information showing competence, experience, and knowledge. |
| Surface credibility | Contain a competent look and feel that promot system credibility based on users' initial assessments. |
| Real-world feel | Show information about people or organizations behind the content or services. |
| Authority | Refer to people in the role of authority. |
| Third-party endorsements | Highlight endorsements from respected and well-known sources. |
| Verifiability | Provide means to investigate the accuracy of the content via external sources. |
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| Social learning | Allow users to observe other users' performance and outcomes while they are doing the same target behavior. |
| Social comparison | Allow users to compare their performances with other users. |
| Normative influence | Allow users to gather with other individuals who share the same objectives to feel norms. |
| Social facilitation | Enable users to discern other users who perform the target behavior |
| Cooperation | Motivate users to cooperate with other users to achieve the target behavior goal. |
| Competition | Motivate users to compete with other users to achieve the target behavior goal. |
| Recognition | Provide public recognition, such as ranking feature, for users who perform their target behavior. |
Figure 1App selection process (150 apps selected).
Figure 2Process of coding apps.
Agreement percentage of persuasive strategies.
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| Personalization | 98.4 |
| Self-monitoring | 100 |
| Simulation | 88.4 |
| Tailoring | 100 |
| Rehearsal | 100 |
| Tunneling | 100 |
| Reduction | 100 |
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| Reminders | 100 |
| Rewards | 100 |
| Suggestions | 100 |
| Praise | 95.7 |
| Social role | 85.7 |
| Liking | 100 |
| Similarity | 100 |
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| Trustworthiness | 100 |
| Real-world feel | 100 |
| Expertise | 100 |
| Authority | 100 |
| Verifiability | 100 |
| Surface credibility | 100 |
| Third-party endorsements | 100 |
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| Social learning | 100 |
| Social facilitation | 100 |
| Normative influence | 100 |
| Competition | 100 |
| Recognition | 100 |
| Social comparison | 100 |
| Co-operation | 100 |
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| Reciprocity | 100 |
| Commitment/Consistency | 100 |
| Scarcity | 100 |
Figure 3Stress management apps categorized according to their purpose.
Summary of the selected stress management apps.
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| Price | Whether apps were totally free, or users need to make in-app purchases to access advanced features | Free (55%), Free with in-app purchases (45%) |
| Rating | Rating of apps in App Stores and Google Play Store | No rating (13%), 0–2.9 (2%), 3–3.9 (27%), 4–4.9 (52%), 5 (6%) |
| Platform | Whether apps were available in App Store or Google Play Store or both | iPhone (61%), Android (11%), Both (29%) |
| Target Issue | Target mental health issues that apps targeted | Stress only (74%), Stress and Anxiety (19%), Stress, Anxiety, Depression (5%), Stress, Anxiety, and Worry (1%), Stress and General Well-being (2%). |
| Last update | The last date apps were updated | 2013–2014 (1%), 2015–2016 (13%), 2017–2018 (29%), 2019–2020 (57%) |
Figure 4Persuasive strategies under primary task support category and the corresponding number of apps that implemented individual strategies.
Summary of persuasive strategies and how they are implemented in the apps.
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| Personalization | Assessments to determine the individual's stress or anxiety level; personalized app content based on user's preferences (e.g., breathing, meditation, exam stress, work stress, panic attack, etc.); personalized avatar (e.g., customized animated face for users); Customization features (e.g., favorite list, background music, apply themes, controlling time limit for meditation sessions) |
| Self-monitoring | Automatic logging (e.g., using AI chatbot for recording mood status); Self-report of stress/anxiety levels using assessment questions before and after the meditation sessions; Journaling to record your own thoughts about your mood, stress, anxiety, etc. within the app; tracking progress using charts and graphs (e.g., monitor game progress; tracking session progress; improvement in stress, anxiety, etc.) |
| Simulation | Observing stress and anxiety levels in real-time via sensors; Simulations for stress relief in games (e.g., breaking things, fighting, hitting, etc.); synchronize activity progress with tree growth/flower growth (e.g., tree grows when user completes a milestone, flower grows petal by petal upon completing meditation sessions) |
| Tailoring | Tailored app content based on age groups or user types (e.g., beginners, intermediate, advanced, kids, etc.); option to switch languages |
| Rehearsal | Allowing user to practice the interaction for capturing stress and anxiety levels by placing finger on the heart rate sensor of the camera; Training the user about interactions and gestures to play in stress relief games |
| Tunneling | Step by step session milestones (e.g., progressive session tracks for meditation); Weekly milestones (e.g., 7-day track for meditation/breathing practice) |
| Reduction | Providing hashtags for quick logging in journal (e.g., #feelinghappy, #anxious, #stressed, etc.); search bar for searching meditation/breathing sessions in the app |
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| Reminders | Personalized reminders notifying users to practice meditations, follow their goals, or log their mood; multiple notifications to maintain user engagement with the apps |
| Rewards | Several kinds of rewards (e.g., badges, stickers) for completing a particular number of activities, sessions, or challenges; providing advanced features (e.g., detailed statistics) when users regularly log their moods |
| Suggestion | Personalized recommendations (e.g., suggest different relaxation or meditation sessions, or ideas) based on pre-assessments |
| Praise | Praise or commendation using words after completing required levels or logging moods (e.g., “well done,” “congratulations,” “great job”) |
| Similarity | Adapting similar common social icons (e.g., like, comment, share, blog, or emojis) |
| Liking | Attractive and visually applying user interface (simple, organized) |
| Social role | Chat feature with specialists, listeners, or other users |
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| Social learning | Community feature (e.g., community blog for the people to share posts about the progress, success stories, etc.) |
| Social facilitation | Number of persons enrolled in the meditation/breathing sessions; the number of likes on the blog post |
| Normative influence | Chat groups for people with same purpose (e.g., anxiety relief, stress management, depression support, etc.) |
| Competition | Group of users competing in a game |
| Recognition | Leaderboard |
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| Trustworthiness | Providing Privacy policy/Terms & Conditions to inform users how their data is going to be used, how they can protect their data and the conditions that users should follow |
| Real-world feel | Listing contact and support information (e.g., email, address, phone) |
| Expertise | Information about the experts that created the app contents or sessions (e.g., name, photo); providing science-based contents based on expert information |
| Authority | Presenting developer's information, team members involved, organizations behind apps |
| Verifiability | Providing links about experts and content references |
| Surface credibility | Well-organized app content (e.g., various sessions organized to their purpose); limited ads in their free plans |
| Third-party endorsements | Providing information about awards, achievements, and certifications received by the app |
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| Reciprocity | Free trial for a brief time period (e.g., 3 days, 1 week, or 14 days) |
| Consistency/commitment | Customized goals for users to select or set a new goal for meditation and practicing different coping strategies (e.g., call a friend or watching a funny movie) |
| Scarcity | Discount coupon on annual membership for limited time (e.g., 50% discount if users subscribe in 1 week) |
Figure 5Persuasive strategies under dialogue support category and the corresponding number of apps that implemented individual strategies.
Figure 6Persuasive strategies under social support category and the corresponding number of apps that implemented individual strategies.
Figure 7Persuasive strategies under system credibility category and the corresponding number of apps that implemented individual strategies.
Figure 8Persuasive strategies under CPP and the corresponding number of apps that implemented individual strategies.
Figure 9Summary of persuasive strategies employed in stress management apps.
Figure 10Comparing persuasive strategies in stress management apps with those in other mental health domains.
Comparative analysis of persuasive strategies across app categories (Strategies are presented in descending order of prevalence or dominance).
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| Stress Intervention Only | Personalization, Self-monitoring, Simulation, Reminders and Trustworthiness | Third-party Endorsements, Recognition, Competition, Social Comparison, and Co-operation |
| Stress Monitoring Only | Self-monitoring, Personalization, Trustworthiness, Expertise, and Real-world feel | Competition, Recognition, Social Comparison, Co-operation, and Consistency/commitment |
| Stress Monitoring and Intervention | Personalization, Self-monitoring, Real-world feel, Trustworthiness, and Reminders | Normative Influence, Competition, Recognition, Social Comparison, and Co-operation |