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Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App

Published: 07 September 2022 Publication History

Abstract

During the periods of social isolation to contain the advance of COVID-19 in 2020 and 2021, educational institutions have had the challenge to adopt technological strategies not only to ensure continuity in students’ classes, but also to support their mental health in a period of uncertainty and health risks. Loneliness is an emotional distress caused by the lack of meaningful social connections; it has increasingly affected young adults worldwide during the pandemic's social isolation and still bears psychological effects in the current post-pandemic period. In the light of this challenge, the Nonenliness App was developed as a way to bring together university communities to address issues related to loneliness and mental health disorders through a gamified and social online environment. In this paper, we present the app and its main functionalities (Beta version) and discuss the preliminary results of a pilot clinical study conducted with university students in Germany (N = 12) to verify the app's efficacy and usability, alongside the challenges faced and the next steps to be taken regarding the platform's improvement.

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Cited By

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  • (2024)Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and ImplementationJMIR Serious Games10.2196/6448812(e64488)Online publication date: 28-Nov-2024
  • (2024)Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning TaskSerious Games10.1007/978-3-031-74138-8_16(211-227)Online publication date: 31-Oct-2024

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  1. Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App

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      cover image ACM Conferences
      GoodIT '22: Proceedings of the 2022 ACM Conference on Information Technology for Social Good
      September 2022
      436 pages
      ISBN:9781450392846
      DOI:10.1145/3524458
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 07 September 2022

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      Author Tags

      1. Gamification
      2. Loneliness
      3. Social isolation
      4. University students

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      View all
      • (2024)Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and ImplementationJMIR Serious Games10.2196/6448812(e64488)Online publication date: 28-Nov-2024
      • (2024)Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning TaskSerious Games10.1007/978-3-031-74138-8_16(211-227)Online publication date: 31-Oct-2024

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