Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application

作者:

Highlights:

• Participants with mild depression read message prompts before using a health game app.

• Endogenous causality language in message prompts led to increased app engagement.

• Endogenous causality language in message prompts increased intentions to use the app.

• Exogenous causality prompts led to more time spent with the app and game performance.

摘要

•Participants with mild depression read message prompts before using a health game app.•Endogenous causality language in message prompts led to increased app engagement.•Endogenous causality language in message prompts increased intentions to use the app.•Exogenous causality prompts led to more time spent with the app and game performance.

论文关键词:Mental health applications,Message prompt,Causality language,User engagement

论文评审过程:Received 1 October 2016, Revised 5 February 2017, Accepted 7 February 2017, Available online 8 February 2017, Version of Record 23 February 2017.

论文官网地址:https://doi.org/10.1016/j.chb.2017.02.024