Leveling Up Self-Care: How a Gamified Approach to Mental Health Applications can Support Young Adults
Authors
Holfelt, Christian Midjord ; Hargrove, Anne Louise Thejlade ; Damm, Maiken Hollerup
Term
4. Term
Publication year
2025
Submitted on
2025-06-05
Pages
23
Abstract
This thesis examines how a gamified mental health app can support young adults with mild mental health challenges by fostering structure, reflection, and gentle encouragement. Gamification here refers to using game-like elements to make activities more engaging. The study also looks at parasocial relationships, meaning a one-sided sense of connection with a virtual companion in the app. Based on prior research and design implications, the app Mindly was developed and tested in a week-long user study with five participants to observe how people interacted with it. Participants responded positively to the app’s clear structure, options for personalization, and an emotionally supportive companion. The findings suggest that both gamification and parasocial relationships can motivate users, but these features must be carefully balanced to avoid stress or performance pressure. Overall, the work shows how mental health apps can support young adults through engaging design, structure, and personalization.
Denne afhandling undersøger, hvordan en gamificeret mental sundhedsapp kan støtte unge voksne med milde mentale helbredsudfordringer i at pleje deres mentale sundhed gennem struktur, refleksion og skånsom motivation. Gamificering betyder, at appen bruger spil-lignende elementer for at gøre aktiviteter mere engagerende. Afhandlingen ser også på parasociale relationer, altså en ensidig følelse af forbindelse til en virtuel ledsager i appen. Med udgangspunkt i tidligere forskning og designanbefalinger blev appen Mindly udviklet og afprøvet i et ugelangt brugerstudie med fem deltagere for at undersøge, hvordan brugere interagerer med appen. Deltagerne reagerede positivt på appens tydelige struktur, muligheder for personalisering og en følelsesmæssigt støttende ledsager. Studiet peger på, at både gamificering og parasociale relationer kan motivere brugere, men at disse elementer skal balanceres omhyggeligt for ikke at skabe stress eller præstationspres. Samlet set viser arbejdet, hvordan mentale sundhedsapps kan støtte unge voksne gennem engagerende design, struktur og personalisering.
[This apstract has been rewritten with the help of AI based on the project's original abstract]
Keywords
