TY - JOUR
T1 - The Grow It! app—longitudinal changes in adolescent well-being during the COVID-19 pandemic
T2 - A proof-of-concept study
AU - Dietvorst, E.
AU - Legerstee, J. S.
AU - Vreeker, A.
AU - Koval, S.
AU - Mens, M. M.
AU - Keijsers, L.
AU - Hillegers, M. H.J.
N1 - Publisher Copyright:
© 2022, The Author(s).
PY - 2023/6
Y1 - 2023/6
N2 - Adolescent mental health and well-being have been adversely impacted by the COVID-19 pandemic. In this preregistered longitudinal study, we evaluated whether adolescents’ well-being improved after playing the multiplayer serious game app Grow It! During the first lockdown (May–June 2020), 1282 Dutch adolescents played the Grow It! app (age = 16.67, SD = 3.07, 68% girls). During the second lockdown (December–May 2020 onwards), an independent cohort of 1871 adolescents participated (age = 18.66, SD = 3.70, 81% girls). Adolescents answered online questionnaires regarding affective and cognitive well-being, depressive symptoms, anxiety, and impact of COVID-19 at baseline. Three to six weeks later, the baseline questionnaire was repeated and user experience questions were asked (N = 462 and N = 733 for the first and second cohort). In both cohorts, affective and cognitive well-being increased after playing the Grow It! app (t = − 6.806, p < 0.001; t = − 6.77, p < 0.001; t = − 6.12, p < 0.001; t = − 5.93, p < 0.001; Cohen’s d range 0.20–0.32). At the individual level, 41–53% of the adolescents increased in their affective or cognitive well-being. Adolescents with higher risk profiles (i.e., more depressive symptoms, lower atmosphere at home, and more COVID-19 impact) improved more strongly in their well-being. Positive user evaluations and app engagement were unrelated to changes in affective and cognitive well-being. This proof-of-concept study tentatively suggests that Grow It! supported adolescents during the pandemic.
AB - Adolescent mental health and well-being have been adversely impacted by the COVID-19 pandemic. In this preregistered longitudinal study, we evaluated whether adolescents’ well-being improved after playing the multiplayer serious game app Grow It! During the first lockdown (May–June 2020), 1282 Dutch adolescents played the Grow It! app (age = 16.67, SD = 3.07, 68% girls). During the second lockdown (December–May 2020 onwards), an independent cohort of 1871 adolescents participated (age = 18.66, SD = 3.70, 81% girls). Adolescents answered online questionnaires regarding affective and cognitive well-being, depressive symptoms, anxiety, and impact of COVID-19 at baseline. Three to six weeks later, the baseline questionnaire was repeated and user experience questions were asked (N = 462 and N = 733 for the first and second cohort). In both cohorts, affective and cognitive well-being increased after playing the Grow It! app (t = − 6.806, p < 0.001; t = − 6.77, p < 0.001; t = − 6.12, p < 0.001; t = − 5.93, p < 0.001; Cohen’s d range 0.20–0.32). At the individual level, 41–53% of the adolescents increased in their affective or cognitive well-being. Adolescents with higher risk profiles (i.e., more depressive symptoms, lower atmosphere at home, and more COVID-19 impact) improved more strongly in their well-being. Positive user evaluations and app engagement were unrelated to changes in affective and cognitive well-being. This proof-of-concept study tentatively suggests that Grow It! supported adolescents during the pandemic.
UR - http://www.scopus.com/inward/record.url?scp=85129561688&partnerID=8YFLogxK
U2 - 10.1007/s00787-022-01982-z
DO - 10.1007/s00787-022-01982-z
M3 - Article
C2 - 35524826
SN - 1018-8827
VL - 32
SP - 1097
EP - 1107
JO - European Child and Adolescent Psychiatry
JF - European Child and Adolescent Psychiatry
IS - 6
ER -