Mental health

Mixed methods study of Digital MindSKILLZ among young people in Nigeria

2024

Brief Summary

Background

Young people in Nigeria face a significant mental health burden, including high rates of stigma and limited access to youth-friendly mental health information and support, particularly outside of in-person settings.

What Grassroot Soccer did

Grassroot Soccer piloted the 4-2-1 Digital MindSKILLZ game, a mobile network–based interactive game available via Airtel, MTN, and 9mobile that combines football trivia with mental health information, among 25 young people ages 15–24 in Lagos, Nigeria who were not enrolled in SKILLZ programming.

What the study found

Participants showed small improvements in mental health knowledge, general wellbeing, and anxiety symptoms, and a slight reduction in stigmatizing attitudes after playing the game, though these changes were not statistically significant. The game was highly acceptable, though many participants experienced technical difficulties connecting to it, and about half had not replayed it independently by an 8-week follow-up.

Why this matters

Findings suggest that mobile-based games like MindSKILLZ may offer a scalable way to engage young people with mental health information, but addressing onboarding and connectivity barriers and adding content variety could help sustain engagement over time.

DETAILED SUMMARY

Importance

  • The 4-2-1 Digital MindSKILLZ game aims to empower young people with engaging, mobile-based mental health information to support continual mental health engagement on any mobile device.
  • Evidence on the feasibility, acceptability, and preliminary effectiveness of such mobile-based mental health tools for youth in Nigeria is limited.

Objective

  • To assess the mental wellbeing of young people not enrolled in SKILLZ prior to playing the Digital MindSKILLZ game.
  • To evaluate the game’s effect on mental health knowledge and attitudes.
  • To explore the feasibility, acceptability, and appropriateness of the game, and the barriers and facilitators to its use.

Study details

  • Study design: Mixed methods study (no control group)
  • Data collection tools: Pre- and post-intervention questionnaires (WHO-5 Well-Being Index, Emotional Processing scale, GAD-7 anxiety scale, mental health knowledge and stigma measures); focus group discussions conducted immediately post-intervention and at 8-week follow-up
  • Participants: Young people ages 15–24 not enrolled in SKILLZ programming (mean age 19.84, SD 3.34); 40% male, 60% female
  • Implementation setting: Lagos, Nigeria (urban)
  • Study period: February 2024, with an 8-week follow-up

Intervention

  • 4-2-1 Digital MindSKILLZ game: A mobile network–based interactive game, accessed by dialing a short code or calling a dedicated number, that combines football knowledge with mental health information and coping skills (including a “power hand” technique) to support continual mental health engagement.

Results

  • 25 respondents participated in the initial intervention; 22 completed the 8-week follow-up data collection.
  • WHO-5 Well-Being Index scores improved slightly from pre- to post-intervention (mean 14.86 to 16.09); mental health knowledge scores increased slightly (mean 6.55 to 6.73); anxiety symptoms (GAD-7) decreased (mean 11.64 to 9.50); and stigmatizing attitudes decreased slightly (mean 11.68 to 11.23). None of these changes reached statistical significance.
  • Acceptability was high: the large majority of participants rated the mental health content, game enjoyment, and overall experience positively; the most common complaint was the time required to complete the game, often linked to connectivity issues.
  • Qualitative findings described a difficult onboarding process due to network issues, but also gains in mental health knowledge, self-reflection, and coping skills among those who completed the game.
  • At 8-week follow-up, 13 of 22 (59%) respondents had not replayed the game independently, most often citing lack of time, phone problems, or forgetting the access code; however, 19 of 22 (86%) had invited peers to play.

Conclusions and implications

  • The 4-2-1 Digital MindSKILLZ game was highly acceptable to young people and showed early, non-statistically-significant signals of improved mental health knowledge, wellbeing, and reduced stigma.
  • Addressing onboarding and connectivity barriers and expanding content variety may help sustain engagement with mobile-based mental health tools for youth in Nigeria.

Citation

Year: 2024

Authors: Grassroot Soccer

Grassroot Soccer. 4-2-1 Digital MindSKILLZ Game Pilot Evaluation in Lagos, Nigeria: Final Report. Internal report; 2024.

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