The Impact of Gamified Programs on Enhancing Self-Awareness in Early Adulthood

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Authors: Laelatus Syifa Sari Agustina, Zahrina Mardhiyah, Moh. Abdul Hakim
Cited by: 0
References: 33

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