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A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study

A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study

The most frequently chosen goals included helping with household chores, reading books, going to bed early every night, studying, exercising, and trying to make new friends. In addition, some participants mentioned singing and playing football, which may have been inspired by the stories in the app. Some adolescents chose goals that were not clearly defined, quantifiable, or feasible to achieve within the intervention period (eg, “I want to live a happy life,” “Be successful,” and “Become a doctor”).

Julia R Pozuelo, Christine Nabulumba, Doreen Sikoti, Meghan Davis, Joy Louise Gumikiriza-Onoria, Eugene Kinyanda, Bianca Moffett, Alastair van Heerden, Heather A O'Mahen, Michelle Craske, DoBAt & Ebikolwa Consortium, Munshi Sulaiman, Alan Stein

JMIR Serious Games 2024;12:e59381