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      An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process

      research-article
      , BSc, MPhil 1 , , , BA (Hons), eMBA 1 , , PhD 2 , , PhD 2 , , PhD 3 , , AM, MD, FRANZCP, FASSA 1
      (Reviewer), (Reviewer), (Reviewer), (Reviewer)
      JMIR Mental Health
      JMIR Publications
      football, mental health, well-being, video games, adolescent, young adult, cell phone, gamification, sport, men’s health, social connection

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          Abstract

          Background

          Men have different mental health needs as compared with women, and women make up the primary audience of most digital mental health interventions. An Australian football-themed (specifically Australian Football League, AFL) app named MindMax incorporating psychoeducation, gamification, mini-games, and social connection was developed in an effort to address this issue.

          Objective

          The aim of this study was to identify the best way to structure and present MindMax, an app that aims to deliver psychoeducational modules, and create a Web-based community centering on well-being, AFL, and video games for men aged 16 to 35 years who are interested in AFL or video games.

          Methods

          We conducted 6 participatory design (PD) workshops with people aged 16 to 35 years in 3 cities in Australia, to identify the best way to present MindMax, and contracted a digital development agency to develop MindMax. We then iteratively tested MindMax prototypes with 15 user experience testing interviews across 3 separate time points: 2 before app launch and 1 after app launch.

          Results

          A total of 40 individuals (25 male and 15 female) participated in the PD workshops, and a total of 15 individuals (10 male and 5 female) participated in user experience interviews. Broadly, participants expressed a preference for activities requiring active engagement that practiced useful skills. They were also sensitive to how content was presented and wanted the ability to customize their own app experience. Although participants agreed that social motivations were important for engagement with an app, they recommended not to mimic existing social networks.

          Conclusions

          In basing itself strongly within the AFL subculture and by incorporating gamification as well as mini-games, MindMax aimed to tackle mental health help-seeking barriers for people who enjoy AFL or video games, with a particular emphasis on men, and to provide psychoeducation on strategies to increase mental health and well-being. If MindMax is successful, this would indicate that generalizing this approach to other traditional sporting codes and even competitive video gaming leagues (esports) would be fruitful.

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          Most cited references33

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          Mental Illness and/or Mental Health? Investigating Axioms of the Complete State Model of Health.

          A continuous assessment and a categorical diagnosis of the presence (i.e., flourishing) and the absence (i.e., languishing) of mental health were proposed and applied to the Midlife in the United States study data, a nationally representative sample of adults between the ages of 25 and 74 years (N = 3,032). Confirmatory factor analyses supported the hypothesis that measures of mental health (i.e., emotional, psychological, and social well-being) and mental illness (i.e., major depressive episode, generalized anxiety, panic disorder, and alcohol dependence) constitute separate correlated unipolar dimensions. The categorical diagnosis yielded an estimate of 18.0% flourishing and, when cross-tabulated with the mental disorders, an estimate of 16.6% with complete mental health. Completely mentally healthy adults reported the fewest health limitations of activities of daily living, the fewest missed days of work, the fewest half-day work cutbacks, and the healthiest psychosocial functioning (low helplessness, clear life goals, high resilience, and high intimacy). (c) 2005 APA, all rights reserved.
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            From game design elements to gamefulness

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              Persuasive Systems Design: Key Issues, Process Model, and System Features

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                Author and article information

                Contributors
                Journal
                JMIR Ment Health
                JMIR Ment Health
                JMH
                JMIR Mental Health
                JMIR Publications (Toronto, Canada )
                2368-7959
                Oct-Dec 2018
                19 November 2018
                : 5
                : 4
                : e11068
                Affiliations
                [1 ] Brain and Mind Centre The University of Sydney Sydney Australia
                [2 ] School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology Brisbane Australia
                [3 ] The Mind Room Collingwood Melbourne Australia
                Author notes
                Corresponding Author: Vanessa Wan Sze Cheng vanessa.cheng@ 123456sydney.edu.au
                Author information
                http://orcid.org/0000-0001-7203-5972
                http://orcid.org/0000-0003-4218-9238
                http://orcid.org/0000-0003-1088-3460
                http://orcid.org/0000-0002-1125-5530
                http://orcid.org/0000-0001-6395-626X
                http://orcid.org/0000-0001-8832-9895
                Article
                v5i4e11068
                10.2196/11068
                6277826
                30455165
                516272bd-3b28-4be0-976e-1f7684d3904d
                ©Vanessa Wan Sze Cheng, Tracey A Davenport, Daniel Johnson, Kellie Vella, Jo Mitchell, Ian B Hickie. Originally published in JMIR Mental Health (http://mental.jmir.org), 19.11.2018.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/.as well as this copyright and license information must be included.

                History
                : 17 May 2018
                : 28 June 2018
                : 22 August 2018
                : 12 September 2018
                Categories
                Original Paper
                Original Paper

                football,mental health,well-being,video games,adolescent,young adult,cell phone,gamification,sport,men’s health,social connection

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