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针对男性的一款以运动为主题的心理健康与幸福应用程序(MindMax)的自然主义评估,该应用融合了应用视频游戏和游戏化元素。

Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification.

作者信息

Cheng Vanessa Wan Sze, Davenport Tracey, Johnson Daniel, Vella Kellie, Mitchell Jo, Hickie Ian B

机构信息

The University of Sydney, Brain and Mind Centre, 94 Mallett St, Camperdown, Sydney, NSW 2050, Australia.

Queensland University of Technology (QUT), S Block, Level 10, 1039, Gardens Point Campus, Brisbane, QLD 4000, Australia.

出版信息

Internet Interv. 2020 Jan 31;20:100306. doi: 10.1016/j.invent.2020.100306. eCollection 2020 Apr.

Abstract

INTRODUCTION

While men display lower help-seeking rates than women, there is a lack of mental health interventions targeting men. To address this issue, we developed a smartphone app named MindMax, an Australian Football League (AFL)-themed app containing psychoeducational modules teaching strategies derived from positive psychology and acceptance and commitment therapy. MindMax also incorporates gamification, casual video games, and social connection and is intended to appeal to male Australians interested in AFL. This study reports results from a naturalistic trial intended to investigate whether using MindMax was associated with improved wellbeing, resilience, and help-seeking intentions.

METHODS

We conducted a naturalistic trial from July 2017 to May 2018, where participants were given access to MindMax to use as they wished, and asked to answer wellbeing surveys at multiple time points. As we employed a customised version of the General Help-Seeking Questionnaire (GHSQ), we conducted an exploratory factor analysis and extracted two factors that we interpreted as 'personal help-seeking' and 'impersonal help-seeking'. Mixed design MANOVAs were conducted with flourishing, resilience, personal help-seeking, impersonal help-seeking, relatedness, and sense of connection (self-group overlap) to the MindMax community to assess change between Day 1-30 and Day 1-60.

RESULTS

313 participants (174/313, 55.6% female; 131/313, 41.9% male) completed the survey at baseline and at least one follow-up survey. We observed significant 30-day and 60-day increases in impersonal help-seeking intentions and sense of connection to the MindMax community, and 60-day increases in flourishing. 30-day increases in sense of connection were highest in our male participants with high base wellbeing, present in our female participants, and not present in our male participants with low base wellbeing. 60-day increases in sense of connection were higher in high-wellbeing participants than in low-wellbeing participants.

DISCUSSION/CONCLUSION: Our findings are encouraging as they could be attributed to participants' exposure to MindMax. However, they could also be attributed to other factors that may also have motivated trial participation. Future research can consider investigating more explicitly the role of conformity to masculine norms and how that may affect uptake of mHealth technologies and help-seeking behaviour.

摘要

引言

虽然男性寻求帮助的比例低于女性,但缺乏针对男性的心理健康干预措施。为了解决这一问题,我们开发了一款名为MindMax的智能手机应用程序,这是一款以澳大利亚足球联赛(AFL)为主题的应用程序,其中包含从积极心理学以及接纳与承诺疗法衍生而来的心理教育模块,教授相关策略。MindMax还融入了游戏化、休闲视频游戏以及社交联系功能,旨在吸引对AFL感兴趣的澳大利亚男性。本研究报告了一项自然主义试验的结果,旨在调查使用MindMax是否与幸福感、恢复力和寻求帮助的意愿的改善有关。

方法

我们在2017年7月至2018年5月进行了一项自然主义试验,参与者可以根据自己的意愿使用MindMax,并被要求在多个时间点回答幸福感调查问卷。由于我们采用了定制版的一般寻求帮助问卷(GHSQ),我们进行了探索性因素分析,并提取了两个因素,我们将其解释为“个人寻求帮助”和“非个人寻求帮助”。我们对蓬勃发展、恢复力、个人寻求帮助、非个人寻求帮助、相关性以及与MindMax社区的联系感(自我群体重叠)进行了混合设计多变量方差分析,以评估第1 - 30天和第1 - 60天之间的变化。

结果

313名参与者(174/313,55.6%为女性;131/313,41.9%为男性)在基线时完成了调查,并至少完成了一次后续调查。我们观察到非个人寻求帮助的意愿和与MindMax社区的联系感在30天和60天时显著增加,幸福感在60天时增加。联系感在第30天的增加在基线幸福感高的男性参与者中最为明显,在女性参与者中也有体现,而在基线幸福感低的男性参与者中则没有。联系感在第60天的增加在高幸福感参与者中高于低幸福感参与者。

讨论/结论:我们的研究结果令人鼓舞,因为它们可能归因于参与者对MindMax的接触。然而,它们也可能归因于其他可能促使参与试验的因素。未来的研究可以考虑更明确地调查符合男性规范的作用,以及这可能如何影响移动健康技术的采用和寻求帮助的行为。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/51db/7066230/8935d05be330/gr1.jpg

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