{"id":669,"date":"2020-01-17T12:46:32","date_gmt":"2020-01-17T11:46:32","guid":{"rendered":"http:\/\/gesund-digital-leben.de.devweb.mwn.de\/?page_id=669"},"modified":"2020-04-02T12:49:26","modified_gmt":"2020-04-02T10:49:26","slug":"project-11","status":"publish","type":"page","link":"https:\/\/gesund-digital-leben.de\/en\/fields-of-research\/cluster-d\/project-11\/","title":{"rendered":"Project 11"},"content":{"rendered":"\n<p>In this project, strategies will be identified, prototypically implemented, and evaluated to promote and thus increase the effect of apps improving mental health by their active use. Previous experience in this area shows that users often do not use health apps long enough and intensively enough to achieve clinically significant effects. <p>Since many apps limit themselves to displaying informative texts and collecting self-reported health parameters, the lack of intensity and duration of use does not seem surprising. With this in mind, the project deals with the following question: to what extent can innovative strategies such as gamification (i.e. introduction of playful elements) increase the duration and intensity of use of apps to promote mental health?<\/p><p>It will also be determined whether increasing duration and intensity is accompanied by an improvement in effectiveness within the framework of so-called Approach-Avoidance-Modification-Training (AAMT). This will be investigated in an empirical study on persons with increased stress.<\/p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this project, strategies will be identified, prototypically implemented, and evaluated to promote and thus increase the effect of apps improving mental health by their active use. Previous experience in this area shows that users often do not use health apps long enough and intensively enough to achieve clinically significant effects. Since many apps limit &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/gesund-digital-leben.de\/en\/fields-of-research\/cluster-d\/project-11\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Project 11&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":666,"menu_order":2,"comment_status":"closed","ping_status":"closed","template":"projekt.php","meta":{"_acf_changed":false,"inline_featured_image":false,"footnotes":""},"class_list":["post-669","page","type-page","status-publish","hentry","entry"],"acf":[],"yoast_head":"\n<title>Project 11 - Healthy Digital Living<\/title>\n<meta name=\"description\" content=\"The aim of this project is to explore ways in which apps can be designed to promote mental health in such a way that their use is as interesting and motivating as possible and thus clinically relevant effects can be achieved in a targeted manner.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/gesund-digital-leben.de\/en\/fields-of-research\/cluster-d\/project-11\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Project 11 - 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