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一款面向青少年的智能手机严肃游戏(《成长吧!应用程序》):开发、可行性与接受度研究。

A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study.

作者信息

Dietvorst Evelien, Aukes Michelle A, Legerstee Jeroen S, Vreeker Annabel, Hrehovcsik Micah M, Keijsers Loes, Hillegers Manon H J

机构信息

Department of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.

Innovation Studio, HKU University of the Arts Utrecht, Utrecht, Netherlands.

出版信息

JMIR Form Res. 2022 Mar 3;6(3):e29832. doi: 10.2196/29832.

Abstract

BACKGROUND

Anxiety and mood problems in adolescents often go unnoticed and may therefore remain untreated. Identifying and preventing the development of emotional problems requires monitoring and effective tools to strengthen adolescents' resilience, for example, by enhancing coping skills.

OBJECTIVE

This study describes the developmental process, feasibility, and acceptance of Grow It!, a multiplayer serious game app for adolescents aged 12-25 years. The app consists of the experience sampling method (ESM) to monitor thoughts, behaviors, and emotions in daily life to enhance self-insight and daily cognitive behavioral therapy-based challenges to promote adaptive coping.

METHODS

Our approach entails an iterative game design process combined with an agile method to develop the smartphone app. The incorporated game features (ie, challenges, chat functionality, and visual representation) in the Grow It! app were co-designed with adolescent end users to increase participant engagement and adherence.

RESULTS

The Grow It! app was delivered for Android and iOS in May 2020. Grow It! was offered to adolescents during the COVID-19 crisis between May and December 2020. Participants of the Grow It! COVID-19 study (sample 1: N=685; mean age 16.19, SD 3.11 years; 193/685, 28.2% boys; sample 2: N=1035; mean age 18.78, SD 3.51 years; 193/1035, 18.64% boys) completed 31.5% (13.2/42) to 49.5% (10.4/21) of challenges. Compliance of ESM was suboptimal (35.1/210, 16.7% to 32.5/105, 30.9%). Follow-up questionnaires indicated an overall score of the app of 7.1 out of 10. Moreover, 72.6% (278/383) to 75.6% (487/644) would recommend the app to friends.

CONCLUSIONS

To our knowledge, Grow It! is the first gamified ESM app that both measures individual differences in emotional dynamics and offers an integrated cognitive behavioral therapy-based intervention. Our findings support the feasibility and acceptance, and therefore applicability, of the Grow It! app in adolescents. Further iterations of this serious game app will focus on the increase of compliance and on providing participants feedback through their personal mood profiles.

摘要

背景

青少年的焦虑和情绪问题常常未被察觉,因此可能得不到治疗。识别和预防情绪问题的发展需要监测以及有效的工具来增强青少年的恢复力,例如通过提高应对技能。

目的

本研究描述了一款面向12至25岁青少年的多人严肃游戏应用程序“成长吧!”的开发过程、可行性和接受度。该应用程序包括经验抽样法(ESM),用于监测日常生活中的想法、行为和情绪,以增强自我认知,以及基于日常认知行为疗法的挑战,以促进适应性应对。

方法

我们的方法包括一个迭代的游戏设计过程,结合敏捷方法来开发这款智能手机应用程序。“成长吧!”应用程序中融入的游戏功能(即挑战、聊天功能和视觉呈现)是与青少年最终用户共同设计的,以提高参与者的参与度和依从性。

结果

“成长吧!”应用程序于2020年5月在安卓和iOS系统上发布。在2020年5月至12月的新冠疫情期间,“成长吧!”应用程序提供给了青少年。“成长吧!”新冠疫情研究的参与者(样本1:N = 685;平均年龄16.19岁,标准差3.11岁;193/685,28.2%为男孩;样本2:N = 1035;平均年龄18.78岁,标准差3.51岁;193/1035,18.64%为男孩)完成了31.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bc71/8931650/9f8b8d37c11e/formative_v6i3e29832_fig1.jpg

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