A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification
Abstract
:1. Introduction
2. Literature Review
2.1. Gamification
2.2. Adoption
2.3. Usability
2.4. Vividness
3. Research Goal
4. Study
4.1. Method
4.1.1. Study Ethics
4.1.2. Participants
4.1.3. Experimental Design
4.1.4. Procedure
4.1.5. Measures
4.1.6. Data Analysis
4.2. Results
4.2.1. Demographic Information about Participants
4.2.2. Reliability and Construct Validity
4.2.3. Testing Hypotheses
4.3. Discussion
5. General Discussion
5.1. Summary
5.2. Academic Contributions
5.3. Practical Implications
5.4. Limitations and Future Directions
5.5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
- Who is the counseling service for?
- People with mentally disturbed
- People with significant trauma
- People involved in accidents
- Everyone
- Who among the following people has been trained to listen?
- Friends
- Parents
- Faculty and Staff
- Psychological Counselor
- When talking to a counselor, how do they feel about it?
- Shocking
- Interested
- Boredom
- Indifferent
- Is the way of life instinctive, innate?
- Yes
- No
- What kind of signal is it to go get counseling?
- Sign of ruin
- Sign of discernment
- What is the purpose of psychological counseling?
- I think that I would like to use in-person counseling frequently.
- I found in-person counseling unnecessarily complex.
- I thought in-person counseling was easy to use.
- I think that I would need the support of a technical person to be able to use in-person counseling.
- I found the various functions in in-person counseling were well integrated.
- I thought there was too much inconsistency in in-person counseling.
- I would imagine that most people would learn to use in-person counseling very quickly.
- I found in-person counseling very cumbersome (awkward) to use.
- I felt very confident using in-person counseling.
- I needed to learn a lot of things before I could get going with in-person counseling.
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Gamification: No | Gamification: Yes | |
---|---|---|
Environment |
Gamification: No | Gamification: Yes | |
---|---|---|
Vividness: low | ||
Vividness: high |
Measure | Groups | N (%) | M (SD) |
---|---|---|---|
Sex | Male | 42 (35%) | - |
Female | 78 (65%) | ||
Age | 20–29 | 67 (55.83%) | 29.333 (4.198) |
30–40 | 53 (44.17%) | ||
Nationality | Korea | 62 (51.7%) | - |
China | 58 (48.3%) |
Variable | 1 | 2 | 3 |
---|---|---|---|
1. Effectiveness | 1.000 | ||
2. Efficiency | 0.666 *** | 1.000 | |
3. Satisfaction | 0.145 | 0.117 | 1.000 |
Mean | 79.167 | 34.167 | 64.792 |
Std. Deviation | 17.178 | 45.827 | 12.861 |
Component | Eigenvalue | Difference | Proportion | Cumulative |
---|---|---|---|---|
1 | 1.714 | 0.762 | 0.571 | 0.571 |
2 | 0.953 | 0.619 | 0.318 | 0.889 |
3 | 0.333 | - | 0.111 | 1.000 |
Variable | Comp1 | Comp2 | Comp3 | Unexplained |
---|---|---|---|---|
Effectiveness | 0.913 | 0.045 | - | 0 |
Efficiency | 0.908 | 0.087 | - | 0 |
Satisfaction | 0.072 | 0.997 | - | 0 |
Effect Size D | α Err Prob | Power (1-β Err Prob) | Noncentrality Parameter δ | Critical t | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
---|---|---|---|---|---|---|---|
0.830 | 0.100 | 0.800 | 2.560 | 1.688 | 38 | 120 | 0.807 |
Output | Mediator | Model | R2 | B | SE | t | p | LLCI | ULCI |
---|---|---|---|---|---|---|---|---|---|
Adoption | Objective usability | Gamification → Objective Usability (path a) | 0.120 ** | 0.546 | 0.181 | 3.014 | 0.003 | 0.246 | 0.846 |
Objective usability → Adoption (path b) | 0.199 *** | −0.078 | 0.109 | −0.712 | 0.478 | −0.259 | 0.103 | ||
Gamification → Adoption (path c) | 0.084 * | .520 | .225 | 2.314 | 0.022 | 0.147 | 0.892 | ||
Gamification → Adoption (path c’) | 0.199 *** | 0.378 | 0.225 | 1.676 | 0.096 | 0.004 | 0.751 | ||
Subjective usability | Gamification → Subjective usability (path a) | 0.097 * | 0.434 | 0.184 | 2.365 | 0.020 | 0.130 | 0.738 | |
Subjective usability → Adoption (path b) | 0.199 *** | 0.426 | 0.108 | 3.954 | 0.000 | 0.247 | 0.604 | ||
Gamification → Adoption (path c) | 0.084 * | 0.520 | 0.225 | 2.314 | 0.022 | 0.147 | 0.892 | ||
Gamification → Adoption (path c’) | 0.199 *** | 0.378 | 0.225 | 1.676 | 0.096 | 0.004 | 0.751 |
Gamification (X) | Adoption (Y) | Bias-Corrected Bootstrap 90% CI | |||
---|---|---|---|---|---|
Mediator (M) | Indirect effect | BootSE | BootLL | BootUL | |
Objective usability | −0.042 | 0.071 | −0.168 | 0.066 | |
Subjective usability | 0.185 | 0.102 | 0.042 | 0.372 |
Effect Size f2 | α err Prob | Power (1-β err Prob) | Noncentrality Parameter λ | Critical F | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
---|---|---|---|---|---|---|---|
0.157 | 0.100 | 0.800 | 10.389 | 2.039 | 66 | 120 | 0.803 |
Output | Model | R2 | B | SE | t | p | LLCI | ULCI |
---|---|---|---|---|---|---|---|---|
Objective usability | Gamification × Vividness → Objective usability | 0.656 *** | −1.329 | 0.224 | −5.926 | 0.000 | −1.702 | −0.957 |
Subjective usability | Gamification × Vividness → Subjective usability | 0.167 ** | 1.079 | 0.349 | 3.089 | 0.003 | 0.499 | 1.658 |
Gamification (X) | Bias-Corrected 90% CI | ||||||
---|---|---|---|---|---|---|---|
Mediator (M) | Vividness (W) | Conditional Effect | SE | t | p | LL | UL |
Objective usability | 0 | 1.130 | 0.156 | 7.257 | 0.000 | 0.872 | 1.388 |
1 | −0.200 | 0.165 | −1.213 | 0.228 | −0.473 | 0.073 | |
Subjective usability | 0 | −0.075 | 0.242 | −0.311 | 0.757 | −0.477 | 0.327 |
1 | 1.003 | 0.256 | 3.914 | 0.000 | 0.578 | 1.428 |
Gamification (X) | Adoption (Y) | Bias-Corrected Bootstrap 90% CI | |||
---|---|---|---|---|---|
Mediator (M) | Vividness (W) | Indirect Effect | BootSE | BootLL | BootUL |
Objective usability | 0 | −0.088 | 0.142 | −0.327 | 0.137 |
1 | 0.016 | 0.034 | −0.023 | 0.082 | |
Subjective usability | 0 | −0.032 | 0.108 | −0.199 | 0.155 |
1 | 0.427 | 0.166 | 0.178 | 0.732 |
Output | Measure | Sum of Squares | df | Mean Square | F | p | Partial Eta Squared |
---|---|---|---|---|---|---|---|
Objective usability | Corrected Model | 72.997 a | 3 | 24.332 | 61.355 | 0.000 | 0.613 |
Intercept | 0.000 | 1 | 0.000 | 0.000 | 1.000 | 0.000 | |
Gamification | 7.286 | 1 | 7.286 | 18.371 | 0.000 | 0.137 | |
Vividness | 52.826 | 1 | 52.826 | 133.203 | 0.000 | 0.535 | |
Gamification × Vividness | 12.885 | 1 | 12.885 | 32.490 | 0.000 | 0.219 | |
Error | 46.004 | 116 | 0.397 | ||||
Total | 119.000 | 120 | |||||
Corrected Total | 119.000 | 119 | |||||
Subjective usability | Corrected Model | 11.877 b | 3 | 3.959 | 4.287 | 0.007 | 0.100 |
Intercept | 0.000 | 1 | 0.000 | 0.000 | 1.000 | 0.000 | |
Gamification | 4.594 | 1 | 4.594 | 4.975 | 0.028 | 0.041 | |
Vividness | 0.016 | 1 | 0.016 | 0.017 | 0.896 | 0.000 | |
Gamification × Vividness | 7.267 | 1 | 7.267 | 7.869 | 0.006 | 0.064 | |
Error | 107.123 | 116 | 0.924 | ||||
Total | 119.000 | 120 | |||||
Corrected Total | 119.000 | 119 |
Mediator (M) | Gamification (X) | Vividness (W) | Mean | Std. Error | LBCI | UBCI |
---|---|---|---|---|---|---|
Objective usability | 0 | 0 | 0.089 | 0.115 | −0.101 | 0.280 |
1 | −0.582 | 0.115 | −0.773 | −0.392 | ||
1 | 0 | 1.238 | 0.115 | 1.047 | 1.428 | |
1 | −0.745 | 0.115 | −0.935 | −0.554 | ||
Subjective usability | 0 | 0 | 0.039 | 0.175 | −0.252 | 0.330 |
1 | −0.430 | 0.175 | −0.721 | −0.139 | ||
1 | 0 | −0.062 | 0.175 | −0.353 | 0.229 | |
1 | 0.453 | 0.175 | 0.162 | 0.744 |
Output | Effect Size f2 | α err Prob | Power (1-β err Prob) | Numerator Df | Noncentrality Parameter λ | Critical F | Recommended Total Sample Size | Actual Total Sample Size | Actual Power |
---|---|---|---|---|---|---|---|---|---|
Objective usability | 0.530 | 0.100 | 0.800 | 1 | 6.730 | 2.975 | 24 | 120 | 0.805 |
Subjective usability | 0.261 | 0.100 | 0.800 | 1 | 6.291 | 2.763 | 92 | 120 | 0.800 |
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Piao, S.; Joo, J. A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification. Behav. Sci. 2022, 12, 40. https://doi.org/10.3390/bs12020040
Piao S, Joo J. A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification. Behavioral Sciences. 2022; 12(2):40. https://doi.org/10.3390/bs12020040
Chicago/Turabian StylePiao, Shengen, and Jaewoo Joo. 2022. "A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification" Behavioral Sciences 12, no. 2: 40. https://doi.org/10.3390/bs12020040
APA StylePiao, S., & Joo, J. (2022). A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification. Behavioral Sciences, 12(2), 40. https://doi.org/10.3390/bs12020040