The Impact of Gamified Programs on Enhancing Self-Awareness in Early Adulthood

<ns3:p>Abstract* Background Several studies have investigated internet-based interventions, demonstrating that they are an effective resource, including the use of gamification, which can enhance engagement in psychological interventions. This study explores the efficacy of gamified internet-based intervention programs in enhancing self-awareness among early adults. Methods This research used a pretest-posttest design to determine the effectiveness of the program. A dual-phase approach was adopted: the first phase involved a blend of online interventions and regular offline meetings with 25 participants, while the second was purely online, involving 40 participants. Participants, aged 18-22 years, engaged with a mental health application over a 30-day period. This study utilizing the Self Awareness Outcomes Questionnaire (SAOQ) for assessment. Results The Results indicated a statistically significant enhancement in self-awareness in both setups, with face-to-face interactions yielding a larger effect size (0.76) compared to online-only interventions (0.48). Conclusions Gamification offers a promising alternative for supporting participants in developing self-awareness as a means to improve mental health. Gamification programs have the ability to help individuals process independently or simultaneously get guidance from professionals.</ns3:p>

Authors

Institutions

Publication Details

Journal
F1000Research
Published
2026-01-06
DOI
https://doi.org/10.12688/f1000research.162426.1
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Impact of Gamified Programs on Enhancing Self-Awareness in Early Adulthood

Z. Mardhiyah, Moh. Abdul Hakim, Laelatus Syifa Sari Agustina
F1000Research
Digital Mental Health Interventions
article

The Impact of Gamified Programs on Enhancing Self-Awareness in Early Adulthood

Z. Mardhiyah, Moh. Abdul Hakim, Laelatus Syifa Sari Agustina
article en

Abstract

<ns3:p>Abstract* Background Several studies have investigated internet-based interventions, demonstrating that they are an effective resource, including the use of gamification, which can enhance engagement in psychological interventions. This study explores the efficacy of gamified internet-based intervention programs in enhancing self-awareness among early adults. Methods This research used a pretest-posttest design to determine the effectiveness of the program. A dual-phase approach was adopted: the first phase involved a blend of online interventions and regular offline meetings with 25 participants, while the second was purely online, involving 40 participants. Participants, aged 18-22 years, engaged with a mental health application over a 30-day period. This study utilizing the Self Awareness Outcomes Questionnaire (SAOQ) for assessment. Results The Results indicated a statistically significant enhancement in self-awareness in both setups, with face-to-face interactions yielding a larger effect size (0.76) compared to online-only interventions (0.48). Conclusions Gamification offers a promising alternative for supporting participants in developing self-awareness as a means to improve mental health. Gamification programs have the ability to help individuals process independently or simultaneously get guidance from professionals.</ns3:p>

F1000ResearchVol. 15
Sebelas Maret University (ID)
Badan Riset dan Inovasi Nasional
Openalex Percentile: Top 97%
Digital Mental Health Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.