• Gamifying interventions may improve ment

    From ScienceDaily@1337:3/111 to All on Wed Sep 2 21:30:32 2020
    Gamifying interventions may improve mental health
    Mobile mental health intervention may improve resilience and reduces
    attrition when delivered as a game

    Date:
    September 2, 2020
    Source:
    PLOS
    Summary:
    A new randomized control trial has found that turning mobile mental
    health intervention into a smartphone game can potentially improve
    well- being. The five-week study shows that gamifying the content
    of mobile interventions improved resilience, a key character trait
    that reduces the susceptibility to depression, stress, and anxiety.



    FULL STORY ==========================================================================
    A new randomized control trial has found that turning mobile mental health intervention into a smartphone game can potentially improve well-being.

    Published September 2, 2020 in the open-access journal PLOS ONE,
    the five-week study conducted by Silja Litvin at the Ludwig Maximilian University of Munich and her colleagues shows that gamifying the content
    of mobile interventions improved resilience, a key character trait that
    reduces the susceptibility to depression, stress, and anxiety.


    ========================================================================== Mobile mental health apps have the potential to act as interventions
    for depression and anxiety, but their effectiveness appears limited
    with studies showing that individuals do not stick with the routine
    for long periods of time. To improve their effectiveness, the authors
    proposed turning intervention content into a game that includes levels
    that need passing, feedback, points, and other gaming elements. A
    five-week randomized control trial was completed by 358 participants
    who were assigned to one of three groups: gamified intervention app,
    normal intervention app, and waitlisted with no app.

    Resilience and anxiety were measured by self-report surveys at three
    time points.

    The authors found that after five weeks, both measures were significantly better in the game group than in either of the other groups. Additionally,
    the game group retained 21% more participants than the other groups. The promotion of mental health is known to be an effective way to prevent the development of depression and anxiety disorders. However, interventions
    are rare for a variety of reasons, even for those who need them the
    most. A gamified mental health intervention app that retains user interest
    and improves resilience could maximize the benefits of mobile intervention
    by helping to prevent depression and anxiety, while at the same time being convenient, inexpensive, and a way to avoid getting professional help
    and experiencing the associated stigma and negative feelings. Since five
    weeks is relatively brief, especially for mental health interventions,
    future studies should examine the effectiveness of the gamified app over
    the long-term.

    The authors add: "eQuoo [the gamified intervention app] was able
    to show that it not only had a significant and beneficial impact
    on the participant's mental wellbeing but that gamifying therapies counterbalances sky-high attrition rates most mental health apps struggle
    with, especially in the demographic of 18-35- year-olds."

    ========================================================================== Story Source: Materials provided by PLOS. Note: Content may be edited
    for style and length.


    ========================================================================== Journal Reference:
    1. Silja Litvin, Rob Saunders, Markus A. Maier, Stefan
    Lu"ttke. Gamification
    as an approach to improve resilience and reduce attrition in mobile
    mental health interventions: A randomized controlled trial. PLOS
    ONE, 2020; 15 (9): e0237220 DOI: 10.1371/journal.pone.0237220 ==========================================================================

    Link to news story: https://www.sciencedaily.com/releases/2020/09/200902152142.htm

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