| Literature DB >> 35756831 |
Iolie Nicolaidou1, Loizos Aristeidis2, Lambros Lambrinos3.
Abstract
Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students' resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses (M = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods.Entities:
Keywords: COVID-19; Mobile apps; behavioral change techniques; higher education; internet of things; mental health; prevention intervention; resilience building; smartphone sensors; well-being
Year: 2022 PMID: 35756831 PMCID: PMC9228636 DOI: 10.1177/20552076221109059
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Figure 1.Screenshot of the Student Stress Resilience prototype showing (a) goal setting, (b) self-reported anxiety symptoms for progress monitoring, (c) leaderboard, points, and ability to share progress on social networks, and (d) progress feedback and badges.
Feasibility and acceptance of 10 characteristics of app functionality for supporting resilience.
| Theory-based, gamified app components | App functionality |
| SD | NPA (%, |
|---|---|---|---|---|
| Goal setting | Studying | 3.88 | 0.98 | 66.2% (49/74) |
| Exercising | 3.92 | 0.90 | 71.6% (53/74) | |
| Socializing | 3.72 | 1.07 | 62.2% (46/74) | |
| Progress monitoring (IoT) | Accelerometer | 3.70 | 1.04 | 61.1% (46/74) |
| Sound sensor | 3.34 | 1.11 | 41.9% (31/74) | |
| Progress monitoring (self-reported) | Anxiety test | 3.89 | 1.02 | 68.9% (51/74) |
| Reflection | 3.99 | 1.07 | 70.2% (52/74) | |
| Achievements/incentives | Badges | 3.81 | 1.11 | 63.5% (47/74) |
| Social support | Share progress | 3.54 | 1.18 | 51.3% (38/74) |
| Leaderboard | 3.47 | 1.09 | 48.7% (36/74) |
*NPA: Net Percent Agreement (composite score of 4 = “very useful” and 5 = “extremely useful”).
Figure 2.System usability scale (SUS) for the student stress resilience prototype.
Figure 3.The raw average system usability scale (SUS) score of the Student Stress Resilience prototype, based on a sample of 74 participants.