Published on in Vol 8, No 11 (2021): November

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/32199, first published .
Examining the Effectiveness of Gamification in Mental Health Apps for Depression:  Systematic Review and Meta-analysis

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

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

Journals

  1. Yang Y, Chung K. Pilot Randomized Control Trial of an App-Based CBT Program for Reducing Anxiety in Individuals with ASD without Intellectual Disability. Journal of Autism and Developmental Disorders 2023;53(4):1331 View
  2. Nicolaidou I, Aristeidis L, Lambrinos L. A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study. DIGITAL HEALTH 2022;8:205520762211090 View
  3. Weller S, Schroeder P, Plewnia C. Gamification improves antidepressant effects of cognitive control training—A pilot trial. Frontiers in Digital Health 2022;4 View
  4. Fleming T, Poppelaars M, Thabrew H. The role of gamification in digital mental health. World Psychiatry 2023;22(1):46 View
  5. Koh J, Tng G, Hartanto A. Potential and Pitfalls of Mobile Mental Health Apps in Traditional Treatment: An Umbrella Review. Journal of Personalized Medicine 2022;12(9):1376 View
  6. Six S, Byrne K, Aly H, Harris M. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e39516 View
  7. Rondina R, van Mierlo T, Fournier R. Testing Behavioral Nudges and Prompts in Digital Courses for the Self-guided Treatment of Depression and Anxiety: Protocol for a 3-Arm Randomized Controlled Trial. JMIR Research Protocols 2022;11(8):e37231 View
  8. Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development. JMIR Serious Games 2023;11:e41638 View
  9. Chang S, Alon N, Torous J. An exploratory analysis of the effect size of the mobile mental health Application, mindLAMP. DIGITAL HEALTH 2023;9 View
  10. Børtveit L, Nordgreen T, Nordahl-Hansen A. Therapists’ experiences with providing guided internet-delivered cognitive behavioral therapy for patients with mild and moderate depression: a thematic analysis. Frontiers in Psychology 2023;14 View
  11. Lopez-Barreiro J, Garcia-Soidan J, Alvarez-Sabucedo L, Santos-Gago J. Practical Approach to Designing and Implementing a Recommendation System for Healthy Challenges. Applied Sciences 2023;13(17):9782 View
  12. Duarte-Díaz A, Perestelo-Pérez L, Gelabert E, Robles N, Pérez-Navarro A, Vidal-Alaball J, Solà-Morales O, Sales Masnou A, Carrion C. Efficacy, Safety, and Evaluation Criteria of mHealth Interventions for Depression: Systematic Review. JMIR Mental Health 2023;10:e46877 View
  13. Scherenberg V. Psychische Gesundheit via Mood-Tracking?. Public Health Forum 2023;31(3):234 View
  14. Jelinek L, Schröder J, Bücker L, Miegel F, Baumeister A, Moritz S, Sibilis A, Schultz J. Improving adherence to unguided Internet-based therapy for obsessive-compulsive disorder: A randomized controlled trial. Journal of Affective Disorders 2023;338:472 View
  15. Weisz J, Fitzpatrick O, Venturo‐Conerly K, Sternberg A, Steinberg J, Ng M. Research Review: The internalizing paradox – youth anxiety and depression symptoms, psychotherapy outcomes, and implications for research and practice. Journal of Child Psychology and Psychiatry 2023;64(12):1720 View
  16. Lipschitz J, Pike C, Hogan T, Murphy S, Burdick K. The Engagement Problem: a Review of Engagement with Digital Mental Health Interventions and Recommendations for a Path Forward. Current Treatment Options in Psychiatry 2023;10(3):119 View
  17. Ahmed F, Berta R, Bellotti F, Lazzaroni L, Floris F, Barresi G, Carrion J. Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild. Applied Sciences 2023;13(11):6432 View
  18. Zhou X, Bambling M, Bai X, Smith A, Edirippulige S. Exploring factors affecting Chinese adolescents’ perceived usefulness and engagement with a stress management app: a qualitative study. Frontiers in Psychology 2023;14 View
  19. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  20. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  21. van Mierlo T, Rondina R, Fournier R. Nudges and Prompts Increase Engagement in Self-Guided Digital Health Treatment for Depression and Anxiety: Results From a 3-Arm Randomized Controlled Trial. JMIR Formative Research 2024;8:e52558 View
  22. Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones. International Journal of Gaming and Computer-Mediated Simulations 2024;16(1):1 View
  23. Newby J, Upton E, Mason E, Black M. Technology-based Cognitive Behavioral Therapy Interventions. Psychiatric Clinics of North America 2024;47(2):399 View
  24. Sharma D, Sharma J, Mehta N. THE ART OF GAMIFICATION FOR SOCIETAL MIND SHIFTS: REFINING HUMAN BEHAVIOUR THROUGH STRATEGIC ENGAGEMENT. ShodhKosh: Journal of Visual and Performing Arts 2024;5(1) View
  25. Assanovich M, Skugarevsky O, Kaspartov M, Sokol A. Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study. Games for Health Journal 2024;13(5):354 View
  26. Gray L, Marcynikola N, Barnett I, Torous J. The Potential for Digital Phenotyping in Understanding Mindfulness App Engagement Patterns: A Pilot Study. Journal of Integrative and Complementary Medicine 2024;30(11):1108 View
  27. Kandola A, Edwards K, Muller M, Dührkoop B, Hein B, Straatman J, Hayes J. Digitally managing depression: A fully remote randomised attention-placebo controlled trial. DIGITAL HEALTH 2024;10 View
  28. Amer N, Shohieb S, Eladrosy W, Liu S, Nam Y, Abdelrazek S. A gamified cognitive behavioral therapy for Arabs to reduce symptoms of depression and anxiety: A case study research. DIGITAL HEALTH 2024;10 View
  29. Wrona K, Aschentrup L, Freyer O, Fischer F. Mentale Gesundheit spielerisch verbessern: Potenziale und Anforderungen digitaler Anwendungen. Prävention und Gesundheitsförderung 2024 View
  30. Luo Y, Stice B, Lenz A. Mental health apps for depression: A meta‐analysis. Journal of Counseling & Development 2024 View
  31. Freyer O, Wrona K, de Snoeck Q, Hofmann M, Melvin T, Stratton-Powell A, Wicks P, Parks A, Gilbert S. The regulatory status of health apps that employ gamification. Scientific Reports 2024;14(1) View
  32. Mahreen Z, Zainuldin N, Zhang M. Comprehensive synthesis of mHealth interventions in psychiatry: insights from systematic, scoping, narrative reviews and content analysis. Singapore Medical Journal 2024;65(10):536 View
  33. Rajeshkumar L, Mishkind M, Coleman J, Pahwa M, LaPreze D, Solenske S, Wright J. Computer-assisted Cognitive Behavior Therapy and Mobile Apps for Depression and Anxiety: Evidence-based Digital Tools for Clinical Practice. Journal of Psychiatric Practice 2024;30(6):389 View

Books/Policy Documents

  1. Santos Faria C, Cesário V, Campos P, Satar M, Alvadia T. HCI International 2024 Posters. View
  2. Arslan B, Bulut O, Meriç M. Handbook of the Behavior and Psychology of Disease. View