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Article
Publication date: 14 September 2015

William Peter Andrews, Andrew Alexander Parsons, Heather Rawle and Julie Gibbs

The purpose of this paper is to investigate the treatment effects of Quest cognitive hypnotherapy (QCH) on anxiety and depression, and make comparisons with published data from…

Abstract

Purpose

The purpose of this paper is to investigate the treatment effects of Quest cognitive hypnotherapy (QCH) on anxiety and depression, and make comparisons with published data from the Improving Access to Psychological Therapies (IAPT) project.

Design/methodology/approach

Adult clients of QCH therapists were invited to enrol in a Practice Research Network (PRN) and completed pre- and post-therapy measures of anxiety (GAD-7) and depression (PHQ-9).

Findings

Post-treatment scores were available for 83 of the 106 clients reaching caseness (above the clinical cut-off on either or both measures) on their pre-treatment scores. Totally, 59 clients had moved to recovery, representing 71 per cent of cases where post scores were available and 56 per cent of the intent to treat (ITT) population (106 clients). Additionally, including all cases (both above and below cut-offs) 118 clients had post-treatment measures. In total, 86 (73 per cent) clients improved reliably. The mean number of treatment sessions was between three and four. This compares favourably with 2012-2013 IAPT findings using the same measures.

Research limitations/implications

This study was exploratory involving a client group paying privately for treatment. There was no randomised control group or attempt to evaluate the effectiveness of specific components of therapy.

Practical implications

QCH may offer a brief effective treatment for clients with clinically significant levels of anxiety and/or depression, widening client choice.

Originality/value

As the first study to explore the effectiveness of private QCH this study offers an example of how to use a PRN to compare with published IAPT data using the same measurement tools.

Details

Mental Health Review Journal, vol. 20 no. 3
Type: Research Article
ISSN: 1361-9322

Keywords

Article
Publication date: 1 October 2001

Hülya Öztel and Ole Hinz

Draws on a consultancy project designed to reduce accident rates in four Danish sugar factories. Presents examples of metaphor use in the project and documents a steady decline in…

4136

Abstract

Draws on a consultancy project designed to reduce accident rates in four Danish sugar factories. Presents examples of metaphor use in the project and documents a steady decline in numbers and severity of accidents over time. Hypothesises that the use of metaphors is part of the explanation. Following a multi‐disciplinary review of the literature on metaphors, suggests that they can be harnessed in three ways: as tools for conscious, creative analysis; as ways of creating emotions; and as ways of fostering unconscious learning processes. Suggests that the effect in the sugar project is due to unconscious learning. Explains how this can happen and stresses the most important. Proposes that consultants use images, stories, narratives, and fairy tales to a larger degree and put less weight on formal conceptual learning when change is the issue.

Details

The Learning Organization, vol. 8 no. 4
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 28 August 2020

Manning Li, Patrick Y.K. Chau and Lin Ge

Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design…

2211

Abstract

Purpose

Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design mechanisms adopted by these applications, this study explores the value of user affective experience mirroring and examines the empowerment effect of meaningful gamification in a psychological self-help system (PSS) that aids people in work stress relief.

Design/methodology/approach

Based on an analysis of the existing systems and theories in relevant fields, we conducted mixed-method research, involving semi-structured interviews, experience sampling experiments and user bio data triangulations, to identify the benefits of user affective experience mirroring and examine the impact of visual impact metaphor–based (VIM) meaningful gamification on PSS users.

Findings

For a gamified PSS, users generally perceive VIM as arousing more feelings of enjoyment, empathy, trust and usefulness, empowering them to gain more mastery and control over their emotional well-beings, especially with relieving their occupational stress and upbringing their level of perceived happiness. Overtime, VIM-based meaningful gamification further boosts such value of a PSS.

Research limitations/implications

Weaving together meaningful gamification and psychological empowerment theories, the results emphasized that successful empowerment of user through gamification in PSSs relies heavily on whether a deeper and meaningful affective connection can be established with the users, in short, “meaningful gamification for psychological empowerment”. Such an understanding, as demonstrated in our research framework, also sheds light on the design theories for persuasive technology and human influence tactics during human computer interactions.

Practical implications

The results of the study demonstrate to practitioners how to make the best use of gamification strategies to deeply relate to and resonate with users. Even without complicated game-play design, meaningful gamification mechanisms, such as VIM facilitate the empowerment of users while gaining their appreciation, establishing a deeper connection with them and eventually generating persuasive effects on intended future behavioural outcomes.

Social implications

The effective management of work-related stress with handy tools such as a VIM-based PSS can be beneficial for many organizations and, to a large extent, the society.

Originality/value

This study proposed and empirically demonstrated the empowerment effect of meaningful gamification for PSS users. In this cross-disciplinary study, theories from different research domains were synthesized to develop a more thorough and multi-faceted understanding of the optimal design strategies for emerging information systems like this VIM-based PSS.

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