Usability and feasibility of esTOCma, a gamified mobile application to reduce stigma and increase mental health literacy associated with obsessive-compulsive disorder
Introduction. Stigma is one of the main reasons why patients with obsessive-compulsive disorder (OCD) delay seeking help and treatment. The esTOCma e-health app is a serious game that has been developed to overcome this stigma and lack of knowledge about OCD by providing tools for seeking professional help. The objective of this study is to analyze the usability, satisfaction and dropouts reason associated with the use of the esTOCma app. Method. 555 participants with an average age 39.24 years (SD= 15.78) (64.3% women) assessed the usability of the app after using it until the game was over (days of use Mean (SD) = 17.78 (15.58); range: 0 to 95 days). Participants assessed the usability th…