The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students' Depression. (August 2019)
- Record Type:
- Journal Article
- Title:
- The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students' Depression. (August 2019)
- Main Title:
- The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students' Depression
- Authors:
- Fish, Matthew T.
Saul, Amelia D. - Abstract:
- Objective. Roughly35% of college students report depression as a significant concern, which unaddressed, can lead to an increased likelihood to quit school and develop comorbid conditions. Traditional depression interventions are useful; however, they are often expensive, stigmatizing, tedious, and time-intensive. We examined a prescribedmindfulness meditation regimen, which incorporatesgamification principles, in reducingsymptoms of depression compared to a control group. Materials and methods. We recruited and randomly assigned 72 college students to an experimental group (n = 33) or a control group (n = 39). The prescription for experimfiental group participants was ten 10-minutemobile mindfulness meditation sessions over a 14-day period; control group participants continued with business as usual. ThePatient Health Questionnaire (PHQ-9) was used to test our hypothesis. Results. Repeated-measures ANOVA demonstrated a significant interaction of group by time fordepression scores, supporting the hypothesis that experimental group participants would significantly decrease their depression symptom severity compared to control group participants post-intervention. Within-subjects contrasts and between-group analyses showed a significant decreasein depression symptom severity scores. Conclusion. Prescribed use of a gamified mindfulness meditation application significantly decreased depression symptom severity as measured by the PHQ-9. College students and mental healthObjective. Roughly35% of college students report depression as a significant concern, which unaddressed, can lead to an increased likelihood to quit school and develop comorbid conditions. Traditional depression interventions are useful; however, they are often expensive, stigmatizing, tedious, and time-intensive. We examined a prescribedmindfulness meditation regimen, which incorporatesgamification principles, in reducingsymptoms of depression compared to a control group. Materials and methods. We recruited and randomly assigned 72 college students to an experimental group (n = 33) or a control group (n = 39). The prescription for experimfiental group participants was ten 10-minutemobile mindfulness meditation sessions over a 14-day period; control group participants continued with business as usual. ThePatient Health Questionnaire (PHQ-9) was used to test our hypothesis. Results. Repeated-measures ANOVA demonstrated a significant interaction of group by time fordepression scores, supporting the hypothesis that experimental group participants would significantly decrease their depression symptom severity compared to control group participants post-intervention. Within-subjects contrasts and between-group analyses showed a significant decreasein depression symptom severity scores. Conclusion. Prescribed use of a gamified mindfulness meditation application significantly decreased depression symptom severity as measured by the PHQ-9. College students and mental health providers should consider thesefun, inexpensive, and non-stigmatizing applications as a feasible interventionfor college students to improve symptoms associated with depression . … (more)
- Is Part Of:
- Simulation & gaming. Volume 50:Number 4(2019)
- Journal:
- Simulation & gaming
- Issue:
- Volume 50:Number 4(2019)
- Issue Display:
- Volume 50, Issue 4 (2019)
- Year:
- 2019
- Volume:
- 50
- Issue:
- 4
- Issue Sort Value:
- 2019-0050-0004-0000
- Page Start:
- 419
- Page End:
- 435
- Publication Date:
- 2019-08
- Subjects:
- depression -- gamification -- headspace -- mindfulness -- meditation -- mindfulness meditation -- patient health questionnaire (PHQ-9)
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878119851821 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 11065.xml