Apps for Mental Health: An Evaluation of Behavior Change Strategies and Recommendations for Future Development

Mobile applications have shown promise in supporting people with mental health issues to adopt healthy lifestyles using various persuasive strategies. However, the extent to which mental health apps successfully employ various persuasive strategies remains unknown. Hence, it is important to understa...

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Veröffentlicht in:Frontiers in artificial intelligence 2019-12, Vol.2, p.30-30
Hauptverfasser: Alqahtani, Felwah, Al Khalifah, Ghazayil, Oyebode, Oladapo, Orji, Rita
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Sprache:eng
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Zusammenfassung:Mobile applications have shown promise in supporting people with mental health issues to adopt healthy lifestyles using various persuasive strategies. However, the extent to which mental health apps successfully employ various persuasive strategies remains unknown. Hence, it is important to understand the persuasive strategies integrated into mental health applications (apps) and how they are implemented to promote mental health. This paper aims to achieve three main objectives. First, we review 103 mental health apps and identify distinct persuasive strategies incorporated in them using the Persuasive Systems Design (PSD) model and Behavior Change Techniques (BCTs). We further classify the persuasive strategies based on the type of mental health issues the app is focused on. Second, we reveal the various ways that the persuasive strategies are implemented/operationalized in mental health apps to achieve their intended objectives. Third, we examine the relationship between apps effectiveness (measured by user ratings) and the persuasive strategies employed. To achieve this, two researchers independently downloaded and used all identified apps to identify the persuasive strategies using the PSD model and BCTs. Next, they also examine the various ways that these strategies are implemented in mental health apps. The results show that the apps employed 26 distinct persuasive strategies and a range of 1-10 strategies per app. ( = 59), ( = 55), and ( = 49) were the most frequently employed strategies. We also found that anxiety, stress, depression, and general mental health issues were the common mental health issues targeted by the apps. Finally, we offer some design recommendations for designing mental health apps based on our findings.
ISSN:2624-8212
2624-8212
DOI:10.3389/frai.2019.00030