A narrative-gamified mental health app (Kuamsha) for adolescents in Uganda: Mixed methods feasibility and acceptability study

bracu.type.groupResearch Publications
datacite.rightsOpen Access
dc.contributor.authorSulaiman, Munshi
dc.contributor.authorNabulumba, Christine
dc.contributor.authorSikoti, Doreen
dc.date.accessioned2026-09-16T09:36:07Z
dc.date.available2026-09-16T09:36:07Z
dc.date.issued2024-01-01
dc.description.abstractBackground: Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment options are available. Digital mental health interventions offer promising opportunities to reduce these large treatment gaps, but interventions specifically tailored for Ugandan adolescents are limited. Objective: This study aimed to determine the feasibility and acceptability of the Kuamsha program, an intervention delivered through a gamified app with low-intensity telephonic guidance, as a way to promote mental health among adolescents from the general population in Uganda. Methods: A 3-month pre-post single-arm trial was conducted with adolescents aged between 15 and 19 years living in Wakiso District, Central Uganda. The intervention was coproduced with adolescents from the study site to ensure that it was culturally acceptable. The feasibility and acceptability of the intervention were evaluated using an explanatory sequential mixed methods approach. Feasibility was assessed by collecting data on trial retention rates and treatment adherence rates. Acceptability was assessed through a questionnaire and in-depth interviews with participants following the conclusion of the intervention period. As a secondary objective, we explored the changes in participants’ mental health before and after the intervention. Results: A total of 31 adolescents were recruited for the study. Results from the study showed high levels of feasibility and acceptability. Trial retention rates exceeded 90%, and treatment adherence was ?80%. These results, evaluated against our predefined trial progression criteria, indicate a successful feasibility study, with all criteria exceeding the thresholds necessary to progress to a larger trial. App engagement metrics, such as time spent on the app and modules completed, exceeded existing literature benchmarks, and many adolescents continued to use the app after the intervention. In-depth interviews and questionnaire responses revealed high acceptability levels. Depressive symptoms trended toward reduction (mean difference: 1.41, 95% CI –0.60 to 3.42, Cohen d=0.30), although this was not statistically significant (P=.16). Supporting this trend, we also observed a reduction in the proportion of participants with moderate depressive symptoms from 32% (10/31) to 17% (5/29) after the intervention, but this change was also not significant (P=.10). Conclusions: This study presents evidence to support the Kuamsha program as a feasible and acceptable digital mental health program for adolescents in Uganda. A fully powered randomized controlled trial is needed to assess its effectiveness in improving adolescents’ mental health.
dc.description.versionPublished
dc.format.extent18 pages
dc.identifier.citationR Pozuelo J, Nabulumba C, Sikoti D, Davis M, Gumikiriza-Onoria J, Kinyanda E, Moffett B, van Heerden A, O'Mahen H, Craske M, DoBAt & Ebikolwa Consortium , Sulaiman M, Stein A A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study JMIR Serious Games 2024;12:e59381 URL: https://games.jmir.org/2024/1/e59381 DOI: 10.2196/59381
dc.identifier.doi10.2196/59381
dc.identifier.issn22919279
dc.identifier.other2-s2.0-85214808337
dc.identifier.urihttps://hdl.handle.net/10361/29999
dc.language.isoen_US
dc.publisherJMIR Publications Inc.
dc.relation.hasversion10.2196/59381
dc.relation.ispartofJmir Serious Games
dc.relation.ispartofseriesJmir Serious Games
dc.relation.journalJMIR Serious Games
dc.relation.urihttps://games.jmir.org/2024/1/e59381
dc.subjectAdolescents
dc.subjectDigital interventions
dc.subjectGamified app
dc.subjectMental health
dc.subjectMiddle-income countries
dc.subjectMobile phone
dc.subjectUganda
dc.subjectUser-centered design
dc.subject.lcshMedical informatics--Data processing.
dc.subject.lcshMental health services--Technological innovations.
dc.subject.lcshMental health services--Uganda.
dc.titleA narrative-gamified mental health app (Kuamsha) for adolescents in Uganda: Mixed methods feasibility and acceptability study
dc.typeArticle
oaire.citation.volume12

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