Abstract
Background
Previous studies have demonstrated that vacations help workers recover from occupational stress, but this effect typically fades within 2 weeks of returning to work. To proactively reduce occupational stress, regular engagement in recreational activities is vital. During vacations, workers intuitively engage in recovery behaviors. The gamified smartphone application (app), Holidaily, was developed to encourage workers to engage in recreational activities during and beyond their vacation and integrate them into daily working life. To date, evidence is scarce on whether vacation-related recovery can be enhanced with a gamified app and whether the user experience (UX) of an app can significantly impact health.
Objectives
This study examined whether UX of a gamified app predicts users’ improvement in recovery from work-related stress.
Methods
Data were gathered from 171 Holidaily users, levels of recovery assessed 2 weeks pre- and post-vacation. The relationship between UX and change in recovery were examined by regression analysis.
Results
Holidaily users experienced substantially prolonged recovery, where the apps UX uniquely predicted recovery. This improvement could not be explained by sociodemographic or work-related variables, vacation length or pre-vacation level of depression.
Conclusions
Our findings support prior research demonstrating the effectiveness of apps promoting psychological health and are the first to reveal an app’s effectiveness augmenting recovery from work-related stress. Findings also highlight that the health effectiveness of an app is dependent on its UX.
Zusammenfassung
Hintergrund
Bisherige Studien zeigen, dass Urlaub deutliche Effekte auf die Erholung von arbeitsbezogenem Stress hat, jedoch sind diese Effekte in der Regel 2 Wochen nach dem Urlaub nicht mehr vorhanden. Um Stress proaktiv vorzubeugen, scheinen regelmäßige Erholungsaktivitäten im beruflichen Alltag entscheidend. Während des Urlaubs zeigen die meisten Berufstätigen intuitiv ein effektives Erholungsverhalten. Mit Holidaily wurde eine gamifizierte Smartphone-Applikation (App) entwickelt, die Urlauber dabei unterstützen soll, während des Urlaubs das funktionale Erholungsverhalten im Berufsalltag zu verankern. Bislang ist nicht bekannt, ob es durch Apps möglich ist, den Erholungseffekt von Urlaub zu steigern, und inwiefern dabei die User Experience (UX) für den gesundheitlichen Effekt ausschlaggebend ist.
Ziel der Arbeit
Ziel dieser Studie ist es zu untersuchen, inwiefern die UX einer gamifizierten App den Erholungseffekt ihrer Nutzer vorhersagt.
Methoden
Untersucht wurden 171 Holidaily-Nutzer, deren Erholung jeweils 2 Wochen vor und nach dem Urlaub erfasst wurde. Der Zusammenhang von UX und einer verbesserten Erholung wurde mittels Regressionsanalysen untersucht.
Ergebnisse
Holidaily-Nutzer konnten den Erholungseffekt ihres Urlaubs substanziell verbessern. Für unsere Studie konnte ermittelt werden, dass einzig die UX der Holidaily-App deren Effekt auf die Verbesserung der Erholung vorhersagen konnte. Die Verbesserung kann nicht durch soziodemografische Merkmale, Charakteristika der Arbeitssituation, die Länge des Urlaubs oder depressive Beschwerden vor dem Urlaub vorhergesagt werden.
Schlussfolgerung
Die Ergebnisse reihen sich in positive Befunde zur Wirksamkeit von Apps zur Förderung der psychischen Gesundheit ein und zeigen dies erstmalig für den Bereich der Erholung von arbeitsbezogenem Stress. Die Studie weist darauf hin, dass die gesundheitliche Wirksamkeit von Apps entscheidend von deren UX abhängt.
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Acknowledgements
This study was funded by the health insurance company, Barmer.
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A. Smyth, C. Syrek, J.A. Reins, M. Domin, M. Janneck and D. Lehr declare that they have no competing interests.
All procedures were approved by the ethics committee at the Leuphana University of Lueneburg in August 2016 (reference number: 201606-EB-Antrag Lehr201606_holidaily). The trial is registered at the German Clinical Trial Register (DRKS 00013650).
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Smyth, A., Syrek, C., Reins, J.A. et al. User experience predicts the effectiveness of a gamified recovery app. Präv Gesundheitsf 13, 319–326 (2018). https://doi.org/10.1007/s11553-018-0664-z
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DOI: https://doi.org/10.1007/s11553-018-0664-z