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What are you doing about your mental health?: How are gamification elements perceived in self-care apps by users?

Krasteva, Preslava (2023) What are you doing about your mental health?: How are gamification elements perceived in self-care apps by users?

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Abstract:Currently, mental health problems are more and more common among people which creates the need for untraditional solutions one of which are self-care apps. AIM The aim of this research was to find out how do users appreciate gamification elements in self-care mental health mobile applications (apps). The Technology Acceptance Model (TAM) (Davis, 1989) was used to further look into the link users create between gamification elements and future use intention. METHOD To retrieve the necessary data, this research developed an interview study with diary elements. 21 participants used one among three self-care apps. A codebook was developed and in the end consisted of 22 codes. RESULTS Almost all gamification elements coded were perceived both negatively and positively. Mostly negatively were the comments about sharing and streak/statistics. Virtual pet and customization/personalization were the most positively perceived. Payment appeared as unexpected factor when conceptualizing future use intention of users. Furthermore, it was found that users were not concerned with gamification elements but were more interested in the usability and ease of use of a technology when discussing future use intention. CONCLUSION All in all, gamification elements cannot be characterized collectively as other factors should be considered in mental health aspect. Furthermore, a connection between gamification elements and future use intention was not found.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:05 communication studies
Programme:Communication Studies MSc (60713)
Link to this item:https://purl.utwente.nl/essays/96506
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