Efficacy of the fun for wellness online intervention to promote well-being actions: A secondary data analysis

Nicholas Myers, Samantha Dietz, Isaac Prilleltensky, Ora Prilleltensky, Adam McMahon, Carolyn L. Rubenstein, Seungmin Lee

Research output: Contribution to journalArticle

3 Citations (Scopus)

Abstract

Objective: Fun For Wellness (FFW) is a new online intervention designed to promote growth in well-being by providing capability-enhancing learning opportunities (e.g., play an interactive game) to participants. The purpose of this study was to provide an initial evaluation of the efficacy of the FFW intervention to increase well-being actions. Materials and Methods: The study design was a secondary data analysis of a large-scale prospective, double-blind, parallel-group randomized controlled trial. Data were collected at baseline and 30 and 60 days postbaseline. A total of 479 adult employees at a major university in the southeast of the United States of America were enrolled. Participants who were randomly assigned to the FFW group were provided with 30 days of 24-hour access to the intervention. A two-class linear regression model with complier average causal effect estimation was fitted to well-being actions scores at 30 and 60 days. Results: Intent-to-treat analysis provided evidence that the effect of being assigned to the FFW intervention, without considering actual participation in the FFW intervention, had a null effect on each dimension of well-being actions at 30 and 60 days. Participants who complied with the FFW intervention, however, had significantly higher well-being actions scores, compared to potential compliers in the Usual Care group, in the interpersonal dimension at 60 days, and the physical dimension at 30 days. Conclusions: Results from this secondary data analysis provide some supportive evidence for both the efficacy of and possible revisions to the FFW intervention in regard to promoting well-being actions.

Original languageEnglish (US)
Pages (from-to)225-239
Number of pages15
JournalGames for health journal
Volume7
Issue number4
DOIs
StatePublished - Aug 1 2018

Fingerprint

secondary analysis
Linear Models
data analysis
well-being
Linear regression
Randomized Controlled Trials
Learning
Personnel
Growth
Group
evidence
employee
regression
participation
university
evaluation
learning

Keywords

  • Complier average causal effect modeling
  • I COPPE actions scale
  • Intent to treat

ASJC Scopus subject areas

  • Health(social science)
  • Rehabilitation
  • Computer Science Applications
  • Public Health, Environmental and Occupational Health

Cite this

Efficacy of the fun for wellness online intervention to promote well-being actions : A secondary data analysis. / Myers, Nicholas; Dietz, Samantha; Prilleltensky, Isaac; Prilleltensky, Ora; McMahon, Adam; Rubenstein, Carolyn L.; Lee, Seungmin.

In: Games for health journal, Vol. 7, No. 4, 01.08.2018, p. 225-239.

Research output: Contribution to journalArticle

Myers, Nicholas ; Dietz, Samantha ; Prilleltensky, Isaac ; Prilleltensky, Ora ; McMahon, Adam ; Rubenstein, Carolyn L. ; Lee, Seungmin. / Efficacy of the fun for wellness online intervention to promote well-being actions : A secondary data analysis. In: Games for health journal. 2018 ; Vol. 7, No. 4. pp. 225-239.
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