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Using Gamification to Improve User Experience and Health Effects in Mobile ApplicationsAndersson, Jonathan January 2021 (has links)
Background. According to the World Health Organization, over 264 million people suffer from depression. A recent trend to treat and combat depression is e-health applications like Headspace with the help of mindfulness or meditation. The rise of new treatment methods based on these concepts are seen as a promising alternative to traditional methods like cognitive behavioural therapy and medication. Objectives. The objectives of this study is to make a new mobile application, in the form of a mobile e-health prototype. The application, called MindBud, is designed to help the user reduce depressive thoughts. This is done by using a daily schedule to plan your day and in turn, reduce depressive thoughts and procrastination through structure. Then, the study seeks to compare two versions of this application, one version will have gamification elements and one will be without them. The comparison will measure overall user experience through a test called the system usability scale, and in addition measure the effectiveness of the application on depressive thoughts.Methods. Two versions of MindBud were implemented, one basic app and one with gamification elements added to it. The applications were then tested by performing an experiment with sixteen participants. Each of the participants tested both versions of the application, and then answered a questionnaire about the app. The answers of the questionnaire were used to compare test scores between the two versions of the application, to see if gamification had any impact on overall user experience and to see which gamification elements could be used to reduce depressive thoughts through the application. Results. The results show a slight increase in score in regards to overall user experience when comparing the gamified app with the basic one. Most notable increases came in questions about frequency of use, and complexity of the application. Additionally, the gamified application scored significantly better when participants were asked how much they thought the app version would reduce depressive thoughts.Conclusions. The gamification elements added were found to increase overall user experience, and also help reduce depressive thoughts more than the basic version. The used gamification elements were an in-game avatar, a reward system and an experience and level system.
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