Abstract
The rates of mental health concerns among young adults are high. Self-compassion has been shown to hold benefits for mental health. This paper presents a pilot study of an online gamified training for young adults designed to increase self-compassion. Specifically, user experience and engagement were explored. Participants from the target group were invited to use the training for 2 or 6 weeks. User experience and engagement were assessed both quantitatively and qualitatively through questionnaires and exit interviews. Findings revealed that participants liked the practical approach to self-compassion of the training. Moreover, participants liked and were motivated by the gamification elements. In addition, participants offered several points for improvement, including greater variety in the exercises, more cheerful colours for the website, and the use of more story elements.
Original language | English |
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Title of host publication | GAME-ON 2021 |
Subtitle of host publication | 22ND INTERNATIONAL CONFERENCE ON INTELLIGENT GAMES AND SIMULATION |
Editors | Ana Veloso, Óscar Mealha, Liliana Costa |
Publisher | EUROSIS |
Pages | 86-93 |
ISBN (Print) | 9789492859174 |
Publication status | Published - 22 Sept 2021 |