Currently accepted at: Journal of Medical Internet Research
Date Submitted: Jul 17, 2026
Open Peer Review Period: Jul 18, 2026 - Sep 12, 2026
Date Accepted: Sep 29, 2026
(closed for review but you can still tweet)
This paper has been accepted and is currently in production.
It will appear shortly on 10.2196/106933
The final accepted version (not copyedited yet) is in this tab.
Ready to Play? A systematic review and meta-analysis of digital gamified interventions targeting internalizing mental health outcomes in children and adolescents
ABSTRACT
Background:
Gamified digital mental health interventions have been proposed as a scalable and engaging approach to addressing the substantial treatment gap in child and adolescent mental health. However, the evidence remains fragmented, and it is unclear which specific gamification elements contribute to clinical effectiveness and sustained engagement.
Objective:
This review aimed to (1) characterize the gamification elements implemented in digital mental health interventions for children and adolescents, (2) evaluate their effects on internalizing mental health outcomes, (3) assess engagement, adherence, and user experience outcomes, and (4) descriptively explore whether specific gamification elements are associated with differences in clinical or engagement outcomes.
Methods:
A systematic review and meta-analysis was conducted following PRISMA 2020 guidelines. Six electronic databases were searched for studies published between January 2018 and March 2026. Eligible studies examined gamified digital interventions targeting internalizing symptoms in children and adolescents aged 4–18 years. Gamification elements were systematically coded across ten categories using a predefined coding framework. A three-level random-effects meta-analysis was conducted for controlled studies reporting validated mental health outcomes.
Results:
Twenty-seven studies (N=28,777; mean age range: 5.05–18.78 years) were included. Feedback, challenges, and progress tracking were the most frequently implemented gamification elements, social interaction and competition were rare. The meta-analysis of five eligible controlled studies yielded a small overall effect in favor of gamified interventions (g=−0.28, 95% CI −0.43 to −0.14, P<.01). Narrative synthesis indicated more consistent effects for depression and anxiety outcomes in clinical or at-risk samples, particularly for CBT-based serious games with some degree of human support. Engagement and adherence limitations were frequently reported across studies.
Conclusions:
Gamified digital interventions show promising improvements for internalizing outcomes in children and adolescents, particularly in clinical contexts with structured therapeutic content and human guidance. However, gamification alone does not appear sufficient to ensure therapeutic effectiveness or sustained engagement. Future research should determine which gamification elements enhance clinical outcomes and engagement, for whom they are most effective, and under which conditions.
Citation
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Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.