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Accepted for/Published in: JMIR Mental Health

Date Submitted: Jul 24, 2021
Open Peer Review Period: Jul 19, 2021 - Aug 2, 2021
Date Accepted: Oct 11, 2021
Date Submitted to PubMed: Nov 30, 2021
(closed for review but you can still tweet)

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

Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis

Six SG, Byrne KA, Tibbett TP, Pericot-Valverde I

Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis

JMIR Ment Health 2021;8(11):e32199

DOI: 10.2196/32199

PMID: 34847058

PMCID: 8669581

Warning: This is an author submission that is not peer-reviewed or edited.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.

Examining the Effectiveness of Gamification and Reward in Mental Health Applications for Depression: A Systematic Review and Meta-Analysis

  • Stephanie G. Six; 
  • Kaileigh A. Byrne; 
  • Thomas P. Tibbett; 
  • Irene Pericot-Valverde

ABSTRACT

Background:

Previous research showed that computerized cognitive behavioral therapy can effectively reduce depressive symptoms. Some mental health applications incorporate gamification into their app design, yet it is unclear whether features differ in their effectiveness to reduce depressive symptoms over and above mental health applications without gamification.

Objective:

The objective of this study was to determine whether mental health applications with gamification elements differ in their effectiveness to reduce depressive symptoms when compared to those which lack these elements.

Methods:

A meta-analysis of studies that examined the effect of app-based therapy, including cognitive behavioral therapy; acceptance and commitment therapy; and mindfulness on depressive symptoms was performed. A total of 5,597 articles were identified via five databases. After screening, 39 studies (n= 8,713 participants) remained for data extraction. From these studies, 51 total comparisons between post-intervention mental health application interventions groups and control groups were included in the meta-analysis.

Results:

A random effects model was performed with gamification elements included as a moderator. This moderating variable compared mental health applications with gamification elements (n=25) to those without such elements (n=26). Results indicated a small to moderate effect size across all mental health applications in which the mental health applications intervention effectively reduced depressive symptoms compared to controls (Hedge’s g = -.28; (95% CI: -0.38; -0.18), P<.01). The gamification moderator was not a significant predictor of depressive symptoms (β= -.013, SE=.115, P=.909), demonstrating no significant difference in effectiveness between mental health applications with and without gamification features.

Conclusions:

Results show that both mental health applications with and without gamification elements are effective in reducing depressive symptoms. There was no significant difference in the effectiveness of mental health applications with gamification elements on depressive symptoms. This research has important clinical implications for understanding how gamification elements influence the effectiveness of mental health applications on depressive symptoms.


 Citation

Please cite as:

Six SG, Byrne KA, Tibbett TP, Pericot-Valverde I

Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis

JMIR Ment Health 2021;8(11):e32199

DOI: 10.2196/32199

PMID: 34847058

PMCID: 8669581

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