The Impact of Gamified Programs on Enhancing Self-Awareness in Early Adulthood
Abstract
Abstract* Background Several studies have investigated internet-based interventions, demonstrating that they are an effective resource, including the use of gamification, which can enhance engagement in psychological interventions. This study explores the efficacy of gamified internet-based intervention programs in enhancing self-awareness among early adults. Methods This research used a pretest-posttest design to determine the effectiveness of the program. A dual-phase approach was adopted: the first phase involved a blend of online interventions and regular offline meetings with 25 participants, while the second was purely online, involving 40 participants. Participants, aged 18-22 years, engaged with a mental health application over a 30-day period. This study utilizing the Self Awareness Outcomes Questionnaire (SAOQ) for assessment. Results The Results indicated a statistically significant enhancement in self-awareness in both setups, with face-to-face interactions yielding a larger effect size (0.76) compared to online-only interventions (0.48). Conclusions Gamification offers a promising alternative for supporting participants in developing self-awareness as a means to improve mental health. Gamification programs have the ability to help individuals process independently or simultaneously get guidance from professionals.
Fields of Study & Subjects
Digital Mental Health Interventions
Educational Games and Gamification
Child and Adolescent Psychosocial and Emotional Development
Publication details
- Journal / source
- F1000Research
- Volume
- 15
- Pages
- 6–6
- Publication date
- 6 January 2026
- Language
- EN