What are you thinking?: Using CBT and Storytelling to Improve Mental Health Among College Students
Authors
Gamification DesignMental Health Apps & Online Support CommunitiesInteractive Narrative & Immersive StorytellingUniversity Professors & ResearchersEarly Childhood EducatorsOnline Tutors
Document Title
What are you thinking?: Using CBT and Storytelling to Improve Mental Health Among College Students
Document Information
- Topic Area: Digital Mental Health Interventions and Cognitive Behavioral Therapy (CBT)
- Keywords: Mental health, mobile health applications (mHealth), Cognitive Behavioral Therapy (CBT), storytelling, gamification, college students, randomized controlled trial, digital intervention, cognitive distortions
Research Background and Problem
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Identified Issues:
- Fluctuating mental health issues (such as depression and anxiety) are becoming increasingly severe globally, especially among college students. Although Cognitive Behavioral Therapy (CBT) has been proven effective in treating depression and anxiety, there are still significant barriers to accessing CBT resources, such as high costs, privacy concerns, prioritization issues, and mental health stigma.
- Self-guided digital CBT applications show potential but are generally less effective compared to interventions guided by professional therapists.
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Significance:
- Given CBT's effectiveness in mental health interventions, expanding its accessibility (especially in low-resource settings in the Global South) is crucial.
- Digital solutions hold significant potential in overcoming barriers to accessing mental health resources.
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Research Motivation and Related Work:
- Investigating how design strategies such as gamification and storytelling can enhance the effectiveness of self-guided mHealth applications.
- Previous studies have shown that design elements based on interactivity, personalization, and gamification can improve user engagement and outcomes.
- Existing CBT applications still exhibit notable deficiencies in personalization and user engagement.
Solution
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Proposed Method or Solution:
- Developed an mHealth application called “Chronicles,” which supports CBT interventions through gamification mechanisms and interactive storytelling, while providing users with mental health education.
- The interactive design of the application enables users to identify cognitive distortions in their thinking and guides them to reframe these thoughts.
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Innovative Features:
- Novel integration of storytelling with CBT to enhance the potential for “therapeutic alliance” in digital interventions.
- Use of immersive, contextually relevant narrative content and visualized scenarios to strengthen user engagement.
- Incorporation of personalization features and role-playing mechanisms, offering gamified designs that enhance autonomy and motivation.
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Implementation Steps and Key Techniques:
- Story Design: Organizing and framing storytelling based on real experiences of college students (collected through surveys and interviews).
- Visual Design: Using carefully designed campus scenes as the backdrop to enhance users’ connection with the content.
- Interactive Mechanisms: Users make multiple decisions (emotions, thoughts, actions) in each chapter to explore different psychological responses and cognitive distortions.
- Game Design Elements: Includes narrative guidance, personalized choices, virtual character customization, and tiered user interaction formats.
Research Outcomes
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Specific Results:
- The study evaluated the application’s effectiveness through a 3-arm randomized controlled trial (RCT) involving 60 participants. The intervention group completed a 2-week Chronicles application task, with results showing:
- Significant reduction in depression (assessed via PHQ-9) and anxiety (GAD-7).
- Significant decrease in the frequency of negative automatic thoughts (ATQ-30).
- Significant improvement in users’ perception and internalization of psychological concepts (e.g., rational/irrational thinking).
- The study evaluated the application’s effectiveness through a 3-arm randomized controlled trial (RCT) involving 60 participants. The intervention group completed a 2-week Chronicles application task, with results showing:
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Comparison with Existing Solutions:
- Chronicles users showed significantly better outcomes in reducing depression and anxiety compared to traditional CBT applications (CBT Thought Diary) and the waitlist control group.
- Chronicles demonstrated greater advantages in learning and mastering CBT-related psychological concepts.
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Experiment or Evaluation Results:
- Depression scores among Chronicles users decreased from 13.45 to 8.25; anxiety scores dropped from 10.55 to 7.7 (both with significant levels of p < 0.05).
- Users’ scores on cognitive distortion comprehension tests significantly improved.
- These improvements were stronger compared to traditional CBT applications and the control group.
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Limitations and Future Directions:
- Recruitment may have self-selection bias; future research could increase sample size to enhance external validity.
- The study duration was relatively short, only 2 weeks; extending the intervention period could better assess long-term effects.
- The COVID-19 pandemic may have influenced participants’ initial mental health status and study results.
- Concerns about user data privacy and technological portability remain unresolved; future research could test the generalizability of this design model in broader contexts.
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can gamification and interactive storytelling enhance effectiveness of self-guided digital CBT applications?Category: Learning Mental Health and WellbeingSimilar questionsarrow_forward
- Can integrating CBT with narrative therapy improve college students' mental health?Category: Learning Mental Health and WellbeingSimilar questionsarrow_forward
- How does the Chronicles app outperform traditional CBT apps in user engagement and mental health improvement?Category: Learning Mental Health and WellbeingSimilar questionsarrow_forward
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Practical Problems
1- College students face difficulties accessing mental health resources, and traditional digital therapies lack engagement.Category: Learning Mental Health and WellbeingSimilar questionsarrow_forward
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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3517603
At a Glance
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Source
CHI
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Year
2022
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Authors
3 authors
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Subtopics
Gamification Design, Mental Health Apps & Online Support Communities, Interactive Narrative & Immersive Storytelling
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Professions
University Professors & Researchers, Early Childhood Educators, Online Tutors
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