Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla

Digitaalisilla mielenterveysinterventioilla on tutkittu olevan kyky lievittää mielenterveydellisiä ongelmia, mutta niiden käyttöön sitoutuminen on jättänyt toivomisen varaa. Pelillistäminen voi tyydyttää psykologisia tarpeita, joka voi motivoida jatkamaan palvelun käyttöä. Pelillistetyillä digitaali...

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Main Author: Höykinpuro, Jussi-Matti
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2024
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/94797
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author Höykinpuro, Jussi-Matti
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Höykinpuro, Jussi-Matti Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Höykinpuro, Jussi-Matti Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Höykinpuro, Jussi-Matti
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description Digitaalisilla mielenterveysinterventioilla on tutkittu olevan kyky lievittää mielenterveydellisiä ongelmia, mutta niiden käyttöön sitoutuminen on jättänyt toivomisen varaa. Pelillistäminen voi tyydyttää psykologisia tarpeita, joka voi motivoida jatkamaan palvelun käyttöä. Pelillistetyillä digitaalisilla mielenterveysinterventioilla vaikuttaa olevan maltillisia tai pieniä vaikutuksia kohdennettuihin mielenterveydellisiin ongelmiin, mutta pelillistäminen itsessään ei välttämättä vaikuta sitoutumiseen tai hoidon tehoon. Digital mental health interventions have shown promise in treating mental health problems, but adherence to the interventions has been an issue. Gamification can motivate the usage of a service by satisfying users basic psychological needs. Gamified digital mental health apps show moderate or small positive results in treating mental health problems. However, gamification doesn’t necessarily increase engagement or the efficacy of the intervention.
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spellingShingle Höykinpuro, Jussi-Matti Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla Tietotekniikka Mathematical Information Technology 602 interventio pelillistäminen mielenterveys motivaatio mielenterveyspalvelut
title Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_full Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_fullStr Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_full_unstemmed Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_short Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_sort digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
title_txtP Digitaalisten mielenterveysinterventioiden käytön motivointi pelillistämisen avulla
topic Tietotekniikka Mathematical Information Technology 602 interventio pelillistäminen mielenterveys motivaatio mielenterveyspalvelut
topic_facet 602 Mathematical Information Technology Tietotekniikka interventio mielenterveys mielenterveyspalvelut motivaatio pelillistäminen
url https://jyx.jyu.fi/handle/123456789/94797 http://www.urn.fi/URN:NBN:fi:jyu-202405133565
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