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
- Z. Mardhiyah
- Moh. Abdul Hakim (ORCID: https://orcid.org/0000-0002-2606-143X)
- Laelatus Syifa Sari Agustina
Institutions
- Sebelas Maret University (ID)
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
- Badan Riset dan Inovasi Nasional