Fr-OR-S71-2 - Improving Wellbeing At Work Using The Five Ways To Wellbeing: What Works And Why?

Track:
Workplace health promotion
What:
Oral Presentation
Part of:
When:
15 minutes
Where:
Lynch Theatre
Discussion:
0
 
Interventions
Workplace health promotion
Fr-OR-S71-2
Improving Wellbeing at Work using the Five Ways to Wellbeing: What works and why?
K. Naswall 1,*, T. Goodwin 2, A. Keeman, S. Malinen 2, J. Kuntz 2
1Department of Psychology, 2University of Canterbury, Christchurch, New Zealand
 
Content: The increasing of employee wellbeing holds many benefits for organisation. However, the bulk of organisational interventions focus more on decreasing stress and unhealthy habits, rather than promoting wellbeing and positive experiences at work. However, tools to promote wellbeing are becoming more common, such as the Five Ways to Wellbeing, encouraging people to engage in activities that bring them positive experiences, and which can be categorize into Connect, Give, Take Notice, Keep Learning and Be Active This research constitutes an evaluation of whether The Five Ways to Wellbeing can be used as an effective wellbeing intervention in both a non-organisational and an organisational setting. We specifically investigated the Wellbeing Game, which is a gamified online tool based on the Five-Ways to Wellbeing. Two studies were conducted to investigate whether and how the Game and the Five Ways to Wellbeing relate to changes in wellbeing and stress in two different samples. Study 1 evaluated the Wellbeing Game in an organisational context, where 52 participants from a financial organisation played the Wellbeing Game for one month. The results showed that the Wellbeing Game was significantly related to reduced stress, and that wellbeing increased when employees felt that the Game helped them to connect more with others. Study 2 is currently underway and seeks to determine how much of the improvement identified in previous research is attributable to the game aspect of the Wellbeing Game itself, when compared to two conditions lacking the game element: a journal implementation of the Five Ways, and exposure to social marketing of the Five Ways. It is expected that his study will inform the effectiveness of the game and guide future implementation of the Five Ways to Wellbeing. Both studies will result in information of the effect of each of the individual five-ways on wellbeing, as well as on potential mechanisms by which the Five Ways to Wellbeing and the Game lead to positive outcomes, such as the prevalence of positive experiences during the intervention.
 

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