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Accepted for/Published in: JMIR Mental Health

Date Submitted: Feb 14, 2019
Open Peer Review Period: Feb 15, 2019 - Mar 27, 2019
Date Accepted: May 29, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

JMIR Ment Health 2019;6(6):e13717

DOI: 10.2196/13717

PMID: 31244479

PMCID: 6617915

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

  • Vanessa Wan Sze Cheng; 
  • Tracey Davenport; 
  • Daniel Johnson; 
  • Kellie Vella; 
  • Ian B Hickie

Background:

There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators.

Objective:

This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions.

Methods:

We searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3.

Results:

The search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization; the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects.

Conclusions:

Our findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.


 Citation

Please cite as:

Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

JMIR Ment Health 2019;6(6):e13717

DOI: 10.2196/13717

PMID: 31244479

PMCID: 6617915

Per the author's request the PDF is not available.

© 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.