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Accepted for/Published in: JMIR Mental Health

Date Submitted: Nov 18, 2018
Open Peer Review Period: Nov 22, 2018 - Jan 4, 2019
Date Accepted: Feb 14, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

Collins E, Cox A, Wilcock C, Sethu-Jones G

Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

JMIR Ment Health 2019;6(7):e12853

DOI: 10.2196/12853

PMID: 31322125

PMCID: 6670275

Digital Games vs Mindfulness Apps: Which is More Effective for Post-Work Recovery?

  • Emily Collins; 
  • Anna Cox; 
  • Caroline Wilcock; 
  • Geraint Sethu-Jones

ABSTRACT

Background:

Engagement in activities that promote the dissipation of work stress are essential for post-work recovery and consequently wellbeing. Previous work suggests that activities that are immersive, active and engaging are especially effective at promoting recovery. Digital games may therefore be able to promote recovery, but little is known about how they compare to other popular mobile activities, such as mindfulness apps which are specifically designed to support wellbeing.

Objective:

This research aimed to investigate and compare the effectiveness of a digital game and a mindfulness app in promoting post-work recovery, first in a lab setting and then in a field study.

Methods:

Study 1 was a lab experiment (n=45) in which participants’ need for recovery was induced by a work task, before undertaking one of three interventions: a digital game (Block! Hexa Puzzle), a mindfulness app (Headspace) or a non-media control with a fidget spinner (a physical toy). Recovery in the form of how energized participants felt (energetic arousal) was compared before and after the intervention, and how recovered participants felt (recovery experience) was compared across the conditions. Study 2 was a field study with working professionals (n=20), for which participants either played the digital game or used the mindfulness app once arriving home from work over a period of five working days. Measures of energetic arousal were taken before and after the intervention, and recovery experience was measured after the intervention, along with measures of enjoyment and job strain.

Results:

A 3x2 mixed ANOVA identified that, in study 1, the digital game condition increased energetic arousal (indicative of improved recovery) whereas the other two conditions decreased energetic arousal (F2,42=3.76, p<.05). However, there were no differences between the conditions in Recovery Experience (F2,42=.01, P=.99). In Study 2, multi-level model comparisons identified that neither intervention nor day of the week had a significant main effect on how energized participants felt. However, for those in the digital game condition, daily recovery experience increased during the course of the study, whereas for those in the mindfulness condition it decreased (F1,20=2.1489, p<0.01). Follow up interviews with participants identified three core themes: Detachment and Restoration, Fluctuations and Differences, and finally, Routine and Scheduling.

Conclusions:

This work suggests that digital games may be effective in promoting post-work recovery in lab contexts (Study 1) and in the real world, although the effect in this case may be cumulative rather than instant (Study 2). Clinical Trial: N/A


 Citation

Please cite as:

Collins E, Cox A, Wilcock C, Sethu-Jones G

Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery

JMIR Ment Health 2019;6(7):e12853

DOI: 10.2196/12853

PMID: 31322125

PMCID: 6670275

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.