TY - JOUR
T1 - Real-time personalized feedback in mHealth for adolescents
AU - Dietvorst, Evelien
AU - Hillegers, Manon H.J.
AU - Legerstee, Jeroen S.
AU - De Vries, Lianne P.
AU - Vreeker, Annabel
AU - Keijsers, Loes
N1 - Publisher Copyright:
© The Author(s) 2024.
PY - 2024/1/1
Y1 - 2024/1/1
N2 - Mobile Health (mHealth) interventions have the potential to improve early identification, prevention, and treatment of mental health problems. Grow It! is a multiplayer smartphone app designed for youth aged 12–25, allowing them to monitor their emotions and engage in daily challenges based on Cognitive Behavioral Therapy (CBT) principles. Recently, a personalized mood profile was added to improve the app. We investigated whether real-time personalized feedback on mood enhances app engagement, user experience, and the effects on affective and cognitive well-being. Sample A (N = 1269, age = 18.60 SD = 3.39, 80.6% girls, 95.4% Dutch) played the original app without feedback on their mood, and an independent Sample B (N = 386, age = 16.04 SD = 3.21, 67.6% girls, 82.9% Dutch) received the renewed version with personalized real-time feedback on their mood. Participants who received personal feedback did not have higher app engagement (t(1750,400) = 1.39, P =.206, d = 0.07; t(692,905) = 0.36, P =.971, d = 0.0) nor higher user experience (t(177,596) = 0.21, P =.831, d = 0.02; (t(794) = 1.28, P =.202, d = 0.12; χ2 (659,141) = 2.83, P =.091). Players of the renewed version (Sample B) experienced significant improvements in affective (t(175) = 3.01, P =.003, d = 0.23) and cognitive well-being (t(175) = 3.48, P = <.001, d = 0.26) over the course of three weeks. The renewed version Grow It! has the potential to enhance youths’ affective and cognitive well-being. However, adding real-time insights did not seem to affect app engagement nor user experience.
AB - Mobile Health (mHealth) interventions have the potential to improve early identification, prevention, and treatment of mental health problems. Grow It! is a multiplayer smartphone app designed for youth aged 12–25, allowing them to monitor their emotions and engage in daily challenges based on Cognitive Behavioral Therapy (CBT) principles. Recently, a personalized mood profile was added to improve the app. We investigated whether real-time personalized feedback on mood enhances app engagement, user experience, and the effects on affective and cognitive well-being. Sample A (N = 1269, age = 18.60 SD = 3.39, 80.6% girls, 95.4% Dutch) played the original app without feedback on their mood, and an independent Sample B (N = 386, age = 16.04 SD = 3.21, 67.6% girls, 82.9% Dutch) received the renewed version with personalized real-time feedback on their mood. Participants who received personal feedback did not have higher app engagement (t(1750,400) = 1.39, P =.206, d = 0.07; t(692,905) = 0.36, P =.971, d = 0.0) nor higher user experience (t(177,596) = 0.21, P =.831, d = 0.02; (t(794) = 1.28, P =.202, d = 0.12; χ2 (659,141) = 2.83, P =.091). Players of the renewed version (Sample B) experienced significant improvements in affective (t(175) = 3.01, P =.003, d = 0.23) and cognitive well-being (t(175) = 3.48, P = <.001, d = 0.26) over the course of three weeks. The renewed version Grow It! has the potential to enhance youths’ affective and cognitive well-being. However, adding real-time insights did not seem to affect app engagement nor user experience.
UR - http://www.scopus.com/inward/record.url?scp=85193604030&partnerID=8YFLogxK
U2 - 10.1177/20552076241247937
DO - 10.1177/20552076241247937
M3 - Article
C2 - 38766361
AN - SCOPUS:85193604030
SN - 2055-2076
VL - 10
SP - 1
EP - 11
JO - Digital Health
JF - Digital Health
ER -