scholarly journals Perceptions and Attitudes Toward a Mobile Phone App for Mental Health for College Students: Qualitative Focus Group Study (Preprint)

2020 ◽  
Author(s):  
Bree E Holtz ◽  
Alexis M McCarroll ◽  
Katharine M Mitchell

BACKGROUND Many college students who have mental health issues do not receive professional care for various reasons. Students who do not receive help often have both short- and long-term adverse health outcomes. Mobile apps for mental health services such as MySSP, a service provided to college students through their university, may help eliminate barriers to seeking mental health care and result in more positive outcomes for college students. OBJECTIVE This qualitative study aims to better understand college students’ perceptions and attitudes toward the adoption and use of a mobile phone app for mental health, MySSP, using the technology acceptance model (TAM). METHODS A series of nine focus groups were conducted with college students (N=30) between February and May 2019 at a large, public Midwestern university. The moderator’s guide was based on the TAM, and focus group sessions primarily focused on the use and knowledge of apps for mental health, specifically, MySSP. The focus group transcriptions were hand-coded to develop a set of themes that encompassed students’ perceptions and attitudes toward MySSP. RESULTS The analysis of the focus groups suggested the following themes: (1) existing awareness of the app, (2) perceived usefulness, (3) perceived ease of use, (4) attitudes toward apps for mental health and MySSP, and (5) social influence. CONCLUSIONS The results of this study provide deeper insights into the perceptions of a mobile app for mental health among college students. Future research should explore the specific contexts in which an app for mental health will be most effective for college students.

10.2196/18347 ◽  
2020 ◽  
Vol 4 (8) ◽  
pp. e18347
Author(s):  
Bree E Holtz ◽  
Alexis M McCarroll ◽  
Katharine M Mitchell

Background Many college students who have mental health issues do not receive professional care for various reasons. Students who do not receive help often have both short- and long-term adverse health outcomes. Mobile apps for mental health services such as MySSP, a service provided to college students through their university, may help eliminate barriers to seeking mental health care and result in more positive outcomes for college students. Objective This qualitative study aims to better understand college students’ perceptions and attitudes toward the adoption and use of a mobile phone app for mental health, MySSP, using the technology acceptance model (TAM). Methods A series of nine focus groups were conducted with college students (N=30) between February and May 2019 at a large, public Midwestern university. The moderator’s guide was based on the TAM, and focus group sessions primarily focused on the use and knowledge of apps for mental health, specifically, MySSP. The focus group transcriptions were hand-coded to develop a set of themes that encompassed students’ perceptions and attitudes toward MySSP. Results The analysis of the focus groups suggested the following themes: (1) existing awareness of the app, (2) perceived usefulness, (3) perceived ease of use, (4) attitudes toward apps for mental health and MySSP, and (5) social influence. Conclusions The results of this study provide deeper insights into the perceptions of a mobile app for mental health among college students. Future research should explore the specific contexts in which an app for mental health will be most effective for college students.


2018 ◽  
Vol 77 (7) ◽  
pp. 815-827 ◽  
Author(s):  
Gabrielle T McClelland ◽  
Martin Fitzgerald

Objective: The aim of this study was to establish the utility of a bespoke mobile app for mental health service users and clinicians. Design: Qualitative design using four focus groups. Methods: Work was conducted in three stages. The first stage involved a focus group with mental health service users and eight clinicians from a mental health early intervention service to discuss the utility of a bespoke mobile app. Visual, verbal and written prompts were used to demonstrate a mobile app and to prompt discussion. The results of the focus groups were used to create a ‘visual walk through, non-interactive mock up’ mobile app which was used to aid discussion with the same service users and clinicians in stage 2 focus groups. Stage 3 involved development of a mobile app prototype based on focus group feedback. Results: Key ideas emerging from the focus groups were adopted in the design of the app prototype. These were as follows: the use of colour to convey mood; simple mood tracking using familiar trigger icons; a calendar integrated with the service user’s care plan; a help button linked to personal support; an avatar to personalise the app; and the inclusion of evidence-based information. Conclusion: Digital health technology is an extremely important asset with scope to improve people’s lives when combined with behaviour change techniques. Co-design with service users, clinicians and digital technologists is critical to product design and adoption. The use of quality standard criteria and evidence-based content in app development and evaluation is essential.


2022 ◽  
Author(s):  
Beth K Jaworski ◽  
Katherine Taylor ◽  
Kelly M Ramsey ◽  
Adrienne J Heinz ◽  
Sarah Steinmetz ◽  
...  

BACKGROUND Although the pandemic has not led to a uniform increase of mental health concerns among older adults, there is evidence to suggest that some older veterans did experience an exacerbation of pre-existing mental health conditions, and that mental health difficulties were associated with a lack of social support and increasing numbers of pandemic-related stressors. Mobile mental health apps are scalable, may be a helpful resource for managing stress during the pandemic and beyond, and could potentially provide services that are not accessible due to the pandemic. However, overall comfort with mobile devices and factors influencing the uptake and usage of mobile apps during the pandemic among older veterans are not well known. COVID Coach is a free, evidence-informed mobile app designed for pandemic-related stress. Public usage data have been evaluated, but its uptake and usage among older veterans has not been explored. OBJECTIVE The purpose of the current study was to characterize smartphone ownership rates among U.S. veterans, identify veteran characteristics associated with downloading and use of COVID Coach, and characterize key content usage within the app. METHODS Data were analyzed from the 2019-2020 National Health and Resilience in Veterans Study (NHRVS), which surveyed a nationally representative, prospective cohort of 3,078 U.S. military veterans before and one year into the pandemic. The NHRVS sample was drawn from KnowledgePanel®, a research panel of more than 50,000 households maintained by Ipsos, Inc. Median time to complete the survey was nearly 32 minutes. The research version of COVID Coach was offered to all veterans who completed the peri-pandemic follow-up assessment on a mobile device (n = 814; weighted 34.2% of total sample). App usage data from all respondents who downloaded the app (n = 34; weighted 3.3% of the mobile completers sample) were collected between November 14, 2020 and November 7, 2021. RESULTS We found that most U.S. veterans own smartphones and veterans with higher education, greater number of adverse childhood experiences, higher extraversion, and greater severity of pandemic-related PTSD symptoms were more likely to download COVID Coach. Although uptake and usage of COVID Coach was relatively low (3.3% of eligible participants, n = 34), 50% of the participants returned to the app for more than one day of use. The interactive tools for managing stress were used most frequently. CONCLUSIONS Although the coronavirus pandemic has increased the need for and creation of digital mental health tools, these resources may require tailoring for older veteran populations. Future research is needed to better understand how to optimize digital mental health tools, such as apps, to ensure uptake and usage among older adults, particularly those who have experienced traumas across the lifespan.


The factors of context-awareness and mobile ubiquity are major components in the development and diffusion of any mobile technology-driven applications and services. Principally in the m-government development space, the issues of context-awareness and ubiquity are crucial if m-government initiatives are to be successful. The moderating effect of context-awareness and ubiquity on mobile government adoption is examined for 409 students from a Chinese University based on the Technology Acceptance Model. Using the Structural Equation Modeling technique, the results indicate that perceived ease of use (PEOU) was significantly related to intention to use, but perceived usefulness (PU) did not have a significant effect on mobile government adoption. The moderating analysis indicated that context-awareness significantly moderated the impact of PU but had no moderating effect on PEOU. Also, it was discovered that ubiquity was significant in moderating both the PEOU and PU on mobile government adoption. Policy implications and directions for future research are presented.


Author(s):  
Mohamed Asmy Mohd Thas Thaker ◽  
Hassanudin Mohd Thas Thaker ◽  
Anwar Allah Pitchay

PurposeWaqf institutions in many Muslim countries including in Malaysia are facing liquidity constraints in developing waqf land. This paper aims to offer a sustainable model of source of financing for waqf institutions to meet their liquidity constraint in developing waqf land, which is known as the crowdfunding–waqf model (CWM). Later, CWM validated its acceptance in the field among the crowdfunders by adopting the theory of technology acceptance model (TAM).Design/methodology/approachThe primary data are collected from the survey administered to donors or crowdfunders in Selangor, Penang, Johor and Pahang. The total number of respondents aren= 1,000. The analysis is conducted using structural equation modeling (SEM).FindingsBased on findings, both the perceived usefulness and perceived easy to use of CWM are found to have a positive impact on the behavioral intention of crowdfunders or donors in assisting waqf institutions to develop waqf land in Malaysia. Furthermore, perceived easy to use has a positive relationship and direct effect on perceived usefulness of crowdfunders to use the CWM.Research limitations/implicationsThere are some limitations of the current study. The sample size and area of study become the obvious limitations. Thus, there is a need for caution in the interpretation of the results, and the conclusion cannot be as generalized. Besides, the use of current factors might limit the ability to explore other potentially important determinants of the crowdfunders’ behavioral intention on using CWM. Thus, future research can be conducted by incorporating new factors and provide new insights for optimizing CWM. Other potential moderator variables should be included into the research model in order to obtain more robust results.Practical implicationsThe findings of this paper will provide a new avenue for waqf institutions to raise funds for developing waqf land, particularly in Malaysia. The present study also has implications for the government and policymakers. Through CWM, it enables to reduce the expenses of the government for the development of waqf land. Indeed, CWM could be applied in other Muslim countries that are facing liquidity constraint in developing waqf land.Originality/valueThis paper offers an additional literature on waqf and crowdfunding, especially in the Malaysian context. The paper proposes a viable alternative model for waqf institutions as a source of financing by using crowdfunding.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Samad M.E. Sepasgozar ◽  
Mohsen Ghobadi ◽  
Sara Shirowzhan ◽  
David J. Edwards ◽  
Elham Delzendeh

PurposeThis paper aims to examine the current technology acceptance model (TAM) in the field of mixed reality and digital twin (MRDT) and identify key factors affecting users' intentions to use MRDT. The factors are used as a set of key metrics for proposing a predictive model for virtual, augmented and mixed reality (MR) acceptance by users. This model is called the extended TAM for MRDT adoption in the architecture, engineering, construction and operations (AECO) industry.Design/methodology/approachAn interpretivist philosophical lens was adopted to conduct an inductive systematic and bibliographical analysis of secondary data contained within published journal articles that focused upon MRDT acceptance modelling. The preferred reporting items for systematic reviews and meta-analyses (PRISMA) approach to meta-analysis were adopted to ensure all key investigations were included in the final database set. Quantity indicators such as path coefficients, factor ranking, Cronbach’s alpha (a) and chi-square (b) test, coupled with content analysis, were used for examining the database constructed. The database included journal papers from 2010 to 2020.FindingsThe extant literature revealed that the most commonly used constructs of the MRDT–TAM included: subjective norm; social influence; perceived ease of use (PEOU); perceived security; perceived enjoyment; satisfaction; perceived usefulness (PU); attitude; and behavioural intention (BI). Using these identified constructs, the general extended TAM for MRDT in the AECO industry is developed. Other important factors such as “perceived immersion” could be added to the obtained model.Research limitations/implicationsThe decision to utilise a new technology is difficult and high risk in the construction project context, due to the complexity of MRDT technologies and dynamic construction environment. The outcome of the decision may affect employee performance, project productivity and on-site safety. The extended acceptance model offers a set of factors that assist managers or practitioners in making effective decisions for utilising any type of MRDT technology.Practical implicationsSeveral constraints are apparent due to the limited investigation of MRDT evaluation matrices and empirical studies. For example, the research only covers technologies which have been reported in the literature, relating to virtual reality (VR), augmented reality (AR), MR, DT and sensors, so newer technologies may not be included. Moreover, the review process could span a longer time period and thus embrace a fuller spectrum of technology development in these different areas.Originality/valueThe research provides a theoretical model for measuring and evaluating MRDT acceptance at the individual level in the AECO context and signposts future research related to MRDT adoption in the AECO industry, as well as providing managerial guidance for progressive AECO professionals who seek to expand their use of MRDT in the Fourth Industrial Revolution (4IR). A set of key factors affecting MRDT acceptance is identified which will help innovators to improve their technology to achieve a wider acceptance.


2021 ◽  
Author(s):  
Gayl Humphrey ◽  
Joanna Chu ◽  
Rebecca Ruwhui-Collins ◽  
Stephanie Erick ◽  
Nicki Dowling ◽  
...  

BACKGROUND Many people experiencing harms and problems from gambling do not seek treatment from gambling treatment services due to numerous personal and resource barriers. Mobile health (mHealth) interventions are widely used across a diverse range of health care areas and by various population groups, but there are few in the gambling harm field, despite their potential as an additional modality for the delivery of treatment. OBJECTIVE This study aims to understand the needs, preferences and priorities of people experiencing gambling harms or problems who are potential end-users of a cognitive behavioural therapy (CBT) mHealth intervention (based on the GAMBLINGLESS web-based intervention) to inform design features and functions. METHODS Drawing on a mixed-methods approach, we used the creators and domain experts to review the GAMBLINGLESS web-based online program and convert it into a prototype for a mobile phone-based intervention. Each module was reviewed against the original evidence-base to ensure that the changes maintained the fidelity and conceptual integrity intended and to ensure that there were no gaps. Early wireframes, design ideas (look, feel and function) and content examples were to be developed using multi-modalities, to help initiate discussions and ideas with end-users. Using an iterative co-creation process with a Young Adult, a Māori and a Pasifika Peoples group, all with experiences of problem or harmful gambling, we undertook six focus groups; two cycles per group. During each focus group, participants identified preferences, features, and functions for inclusion in a final design of the mHealth intervention and its content. RESULTS Over three months, the GAMBLINGLESS web-based intervention was reviewed and remapped from four modules to six. This revised program is based on the principles underpinning the Transtheoretical Model, in which it is recognised that some end-users will be more ready to change than others, change is a process than unfolds over time, a non-linear progression is common, and that different intervention options may be required by end-users across the stages of change. Two cycles of focus groups were then conducted, with a total of 30 unique participants (13 Māori, 9 Pasifika and 8 Young Adults) at the first sessions and 18 participants (7 Māori, 6 Pasifika and 5 Young Adults) at the second sessions. Using prototype examples that demonstrably reflected the focus group discussions and ideas, the features, functions and designs for the Manaaki app were finalised. Aspects such as personalisation, cultural relevance, and being positively framed were key attributes identified. Congruence of the final app attributes with the conceptual frameworks of the original program was also confirmed. CONCLUSIONS Those who experience gambling harms may not seek help from current treatment providers and as such, finding new modalities to provided treatment and support are needed. mHealth has the potential to deliver interventions direct to the end-user. Weaving underpinning theory and existing evidence of effective treatment with end-user input into the design and development of the mHealth intervention does not guarantee success. However, it does provide a foundation for framing the mechanism, context and content of the intervention and arguably provides a greater chance of demonstrating effectiveness.


Author(s):  
Karolina Baras ◽  
Luísa Soares ◽  
Carla Vale Lucas ◽  
Filipa Oliveira ◽  
Norberto Pinto Paulo ◽  
...  

Smartphones have become devices of choice for running studies on health and well-being, especially among young people. When entering college, students often face many challenges, such as adaptation to new situations, establish new interpersonal relationships, heavier workload and shorter deadlines, teamwork assignments and others. In this paper, the results of four studies examining students' well-being and mental health as well as student's perception of challenges and obstacles they face during their academic journey are presented. In addition, a mobile application that acts as a complement to a successful tutoring project implemented at the authors' University is proposed. The application allows students to keep their schedules and deadlines in one place while incorporating virtual tutor features. By using both, the events from the student's calendar and his or her mood indicators, the application sends notifications accordingly. These notifications encompass motivational phrases, time management guidelines, as well as relaxation tips.


Author(s):  
Jia Shen ◽  
Lauren B. Eder

Social commerce is the latest development in e-commerce to combine the power of online social networking with shopping. While the adoption of information technology is well studied, new theoretical development is needed to account for the specific characteristics of social commerce applications and their interactions with the user. This study examines factors that are associated with user acceptance of social shopping websites, which are sites designed specifically to support social interactions while users shop. This paper augments the Technology Acceptance Model with constructs that enhance the specificity of the model to the social shopping application of social commerce, including social comparison, social engagement, enjoyment as well as perceived ease of use and perceived usefulness. The model was empirically tested, and the results provided strong support. Implications and directions for future research are also discussed.


2010 ◽  
Vol 1 (1) ◽  
pp. 41-51
Author(s):  
Ainin Sulaiman ◽  
Ali Hussein Saleh Zolait

Short Messaging Service (SMS) being an almost instantaneous communication medium that connects people is now a phenomenon that has grown and spread around the globe at an amazing speed. Given the current trend of SMS usage and its potential growth, this paper provides an insight into SMS adoption. The study attempts to delineate the demographics and usage profile of SMS users in Malaysia, as well as explaining the factors influencing SMS adoption in Malaysia by using a modified version of the Technology Acceptance Model (TAM), which was originally introduced by Davis (1989). The study presents the demographic and usage profile in terms of gender, age, occupation, monthly personal income, extent of SMS usage and so forth of 489 SMS users from four institutions of education in the Klang Valley and Selangor. The present research uses and validates the scales for variables developed by earlier studies, namely perceived usefulness, perceived ease of use, perceived enjoyment, and perceived fees, which are hypothesized to be fundamental determinants of behavioural intention. The scale items for the said variables were tested for reliability, correlation and regression. The application of correlation analysis reveals a significant relationship among the independent variables, namely, perceived usefulness, perceived enjoyment, and perceived ease of use with the dependent variable that is behavioural intention. With regards to the level of importance derived from regression analysis, usefulness ranks the highest, followed by ease of use and enjoyment in explaining SMS adoption in Malaysia. Perceived fees do not seem to have a significant relationship with behavioural intention. Some implications, limitations and recommendations for future research are also discussed.


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