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Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness

机译:开发和评估基于数字游戏的经理人培训,以促进员工的心理健康并减少工作中的心理疾病耻辱:程序有效性的准实验研究

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Background To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. Objective The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. Methods We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. Results We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness ( P P P Conclusions Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work.
机译:背景技术为了抵消精神健康问题对企业的负面影响,组织越来越多地投资于精神健康干预措施。但是,这些服务通常使用不足,这在很大程度上可归因于对污名化的恐惧。然而,到目前为止,只有少数工作场所干预措施专门针对污名化,其有效性的证据有限。目的这项研究的目的是为经理制定和评估一种基于数字游戏的培训计划,以促进员工的心理健康并减少工作中的精神疾病污名。方法我们描述了心理健康促进中的领导力培训(LMHP)的经验发展,这是一种基于数字游戏的领导者培训计划。采用1组岗前设计和3个月的随访进行培训评估。我们应用了多级增长模型来调查随时间变化的因变量知识,态度,自我效能以及旨在促进英国一家全球企业的48位经理的员工心理健康的意图。参加者主要是男性(44/48,92%),年龄从32岁到58岁(平均46.0,SD 7.2)。结果我们发现基于Web的培训计划对管理人员的心理健康和精神疾病知识有积极影响(PPP结论)结果提供了LMHP能够有效影响管理人员的技能以促进员工工作中的心理健康的有效性的初步证据。 ,LMHP的高参与率(48/54,89%)支持使用基于数字游戏的干预措施来增加用户的参与度和工作中的心理健康计划的用户体验。

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