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Accepted for/Published in: JMIR XR and Spatial Computing (JMXR)

Date Submitted: Sep 20, 2024
Date Accepted: Apr 30, 2026

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

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study

Argaw MM, Jingili N, Oyelere SS, Nyström MBT

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study

JMIR XR Spatial Comput 2026;3:e66713

DOI: 10.2196/66713

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Pilot Study

  • Mahlet Misrak Argaw; 
  • Nuru Jingili; 
  • Solomon Sunday Oyelere; 
  • Markus B. T. Nyström

ABSTRACT

Background:

Generalised anxiety disorder is a prevalent mental health condition characterised by excessive worry and physical symptoms. Despite various therapeutic methods, adherence and concentration remain challenging due to the pervasive nature of anxiety. Recent advancements in VR and gamification principles offer promising enhancements in user engagement and therapeutic outcomes.

Objective:

This study aims to introduce the gamified VR application Cleanify and evaluate participants' perceptions regarding motivation, engagement, overall satisfaction of the persuasive and gamification features in it and its potential in aiding GAD treatment by increasing the focus of individuals with GAD. We hypothesised that a gamified version of the cleaning game would lead to higher engagement, satisfaction, and therapeutic outcomes than a non-gamified version.

Methods:

A randomised controlled trial was conducted with 54 participants aged 18-40, assigned to either a gamified or non-gamified version of Cleanify. Each participant engaged in a 15-minute VR session, followed by assessments using the Generalised Anxiety Disorder-7 (GAD-7) - item scale, Flow State Scale, and User Experience Questionnaire. Statistical analyses, including t-tests, compared outcomes between groups.

Results:

The gamified version significantly improved user engagement and therapeutic outcomes. Participants in the gamified group had a higher average level reach (2.56 vs. 2.00) and recommendation scores (4.20 vs. 3.36). Significant differences were found in flow (t=3.87, p=0.0003), fluency (t=4.36, p=0.0001), and absorption scores (t=2.80, p=0.0075), with the gamified group scoring higher. UEQ results indicated superior pragmatic quality (2.1 vs. 1.41), hedonic quality (2.12 vs. 1.01), and overall quality (2.11 vs. 1.21) for the gamified version.

Conclusions:

Gamified VR applications, along with persuasive technology, can enhance user experience and treatment efficacy for individuals with GAD, offering a promising adjunct to conventional therapies by improving focus.


 Citation

Please cite as:

Argaw MM, Jingili N, Oyelere SS, Nyström MBT

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study

JMIR XR Spatial Comput 2026;3:e66713

DOI: 10.2196/66713

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