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Effect of a gamification-based job crafting intervention program on work engagement among workers

Testing the effectiveness of a psychoeducation program for workers on mental health - Effect of a gamification-based job crafting intervention program on work engagement

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000052229
Enrollment
75
Registered
2023-09-18
Start date
2023-09-19
Completion date
Unknown
Last updated
2026-06-29

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Interventions

A gamification-based job crafting intervention program for workers will be provided.

Sponsors

Department of Digital Mental Health, Graduate School of Medicine, The University of Tokyo
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: Healthy workers

Exclusion criteria

Exclusion criteria: Not applicable

Design outcomes

Primary

MeasureTime frame
Work engagement (UWES)

Secondary

MeasureTime frame
Psychological distress(K6) Job crafting(Job Crafting Scale) Supervisor support and Colleague support (BJSQ) Workplace social capital(Workplace social capital scale) Work performance and Absenteeism(WHO-HPQ)

Countries

Japan

Contacts

Public ContactAsuka Sakuraya

Graduate School of Medicine, The University of Tokyo Department of Digital Mental Health

asuka@m.u-tokyo.ac.jp03-5800-9621

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026