Cited by 62Digital Mental Health InterventionsEducational Games and GamificationMobile Health and mHealth Applications

An app that incorporates gamification, Mini-games, and social connection to improve Men’s Mental health and well-being (MindMax): participatory design process

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Cheng, Vanessa Wan Sze, Davenport, Tracey A, Johnson, Daniel, Vella, Kellie, Mitchell, Jo, Hickie, Ian B·2018·JMIR Mental Health

Published version of a preprint

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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  • Previous research shows the importance of getting the client to engage in the treatment process.

    “This also becomes clear as previous research shows the importance of getting the client to engage in the treatment process (49–51).”

    From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [49]

    The Introduction’s ‘Participatory Design and Knowledge Translation’ section says that designing mHealth interventions for their target audience may improve uptake and engagement. This supports the importance of engagement, but the paper discusses engagement with a mental-health app rather than clients’ engagement in a treatment process generally; its ‘Men’s Well-Being and Internet Interventions’ section describes the proposed approach as informal, not clinical. No page numbers are available in our copy. (LLM, conf=0.83)

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Research works printed but not linked: 3

  1. [12]Meeker M Kleiner Perkins 2017 2018-08-20 Internet Trends 2017-Code Conference https://www.kleinerperkins.com/perspectives/internet-trends-report-2017
  2. [13]Stensholt J Financial Review 2018 2018-10-24 AFL dives into e-sports with League of Legends deal http://www.afr.com/business/sport/afl-dives-into-esports-with-league-of-legends-deal-20180503-h0zlyo
  3. [48]Mitchell J Vella K Johnson D Peever N Wan Sze Cheng V Davenport T Burns J Hickie I Kyle A Hedley B Johnson B MindMax: Using Videogames and Sport to Engage Young Men and Improve Wellbeing 2017 2nd Symposium Computing and Mental Health May 6, 2017 Denver, CO

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Authors
Cheng, V. W. S., Davenport, T. A., Johnson, D., Vella, K., Mitchell, J., & Hickie, I. B.
Affiliations
  • The University of Sydney (AU)
  • Queensland University of Technology (AU)
Corresponding author
Cheng, Vanessa Wan Sze
Venue
JMIR Mental Health
Published
2018-11-19
Volume
5
Issue
4
Pages
e11068
ISSN
2368-7959 (ISSN-L)
OpenAlex
W2890428821
Cited by
62
References
51
Citations by year
2026: 7 · 2025: 8 · 2024: 10 · 2023: 13 · 2022: 7 · 2021: 7 · 2020: 6 · 2019: 4
FWCI
5.36
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • JMIR Mental Health (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • QUT ePrints (Queensland University of Technology) (submittedVersion, cc-by)
Funders
  • Movember Foundation
  • Australian Football League
  • University of Sydney
  • Queensland University of Technology
  • Young and Well Cooperative Research Centre
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
Keywords
men's mental health, gamification, mini-games, social connectedness, mobile health apps, psychoeducation, Australian Football League, video games, esports, help-seeking barriers, well-being, participatory design, user experience, youth and young adults, online communities

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