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

被引:12
作者
Hanisch, Sabine Elisabeth [1 ]
Birner, Ulrich Walter [2 ]
Oberhauser, Cornelia [3 ]
Nowak, Dennis [4 ]
Sabariego, Carla [3 ]
机构
[1] Ludwig Maximilians Univ Munchen, Res Unit Biopsychosocial Hlth, Chair Publ Hlth & Hlth Serv Res, Dept Med Informat Biometry & Epidemiol, Ebene K U1,Marchioninistr 17, D-81377 Munich, Germany
[2] Siemens AG, Dept Psychosocial Hlth & Well Being, HR EHS, Munich, Germany
[3] Ludwig Maximilians Univ Munchen, Res Unit Biopsychosocial Hlth, Chair Publ Hlth & Hlth Serv Res, Dept Med Informat Biometry & Epidemiol IBE, Munich, Germany
[4] Clin Ludwig Maximilians Univ Munich, WHO Collaborating Ctr Occupat Hlth, Inst & Outpatient Clin Occupat Social & Env, Munich, Germany
来源
JMIR MENTAL HEALTH | 2017年 / 4卷 / 03期
关键词
stigma; mental health; workplace; prevention; health promotion; leadership; eHealth; Internet; INTERVENTION; WORKPLACE; STRESS; PEOPLE; DISCRIMINATION; KNOWLEDGE; MILITARY; BELIEFS; LESSONS;
D O I
10.2196/mental.7600
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
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<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. 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.
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页数:19
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