Effectiveness of Gamification in mHealth Apps Designed for Mental Illness

Imam Setyo Santoso, Alex Ferdinansyah, Dana Indra Sensuse, Ryan Randy Suryono, Kautsarina, Achmad Nizar Hidayanto

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Citations (Scopus)

Abstract

The majority of mobile mental health (mMHealth) that has been offered have used the gamification feature. However, gamification of mMHealth has practical difficulties, particularly in developing countries. On the other hand, it's crucial when choosing game elements since the improper ones might have a detrimental impact on individuals with mental illnesses. The use of gamification that has been adopted by the majority of mMHealth is also a challenge, because almost some people at a young age who experience anxiety disorders and depression as well as social dysfunction, do not want to use mMHealth as a mental health self-management. This study recommends using gamification to promote patient engagement in the usage of the mMHealth application based on functionality and acceptable qualities for persons with mental illnesses. SUS has been used as a system-wide test to evaluate the usability of the apps against the proposed solution with an average score of 82.5. Overall, the SUS score on the mMHealth solution illustrates the patient's subjective assessment that the proposed solution is effective, efficient and satisfying for patients, especially patient with mental illness.

Original languageEnglish
Title of host publicationProceeding - 2021 2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021
EditorsKasmad Ariansyah, Emyana Ruth Eritha Sirait, Riva'atul Adaniah Wahab
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665433754
DOIs
Publication statusPublished - 2021
Event2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021 - Virtual, Online, Indonesia
Duration: 27 Oct 202128 Oct 2021

Publication series

NameProceeding - 2021 2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021

Conference

Conference2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021
Country/TerritoryIndonesia
CityVirtual, Online
Period27/10/2128/10/21

Keywords

  • Anxiety disorders
  • Complexity theory
  • Depression
  • Developing countries
  • Games
  • Mental health
  • Usability

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