The role of gamification in digital mental health
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Several ways of increasing user engagement have been suggested, which can include both improvements to the features of the app and the systems around them.
“Several ways of increasing user engagement have been suggested, which can include both improvements to the features of the app and the systems around them [29].”
From Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People (2023) · cites this paper as [29]
Improving app features might focus on increasing appeal, improving usability, or enhancing adherence.
“Improving app features might focus on increasing appeal, improving usability, or enhancing adherence [29].”
From Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People (2023) · cites this paper as [29]
Gamification is commonly offered as a key opportunity to improve both appeal and adherence.
“Gamification (ie, the use of game design elements and features in nongame contexts) is commonly offered as a key opportunity to improve both appeal and adherence, which fits with the preferences of participants in this study, who favored gamification elements such as rewards, mini-games, and character stories [29,59].”
From Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People (2023) · cites this paper as [29]
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Cites
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Recommendations for implementing gamification for mental health and wellbeing
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Fleming, T. M., Lucassen, M. F. G., Stasiak, K., Sutcliffe, K., & Merry, S. (2021) · Child and Adolescent Mental Health · doi:10.1111/camh.12444 · Cited by 17 · see citing works
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“Overwhelmingly, playing the games (P5, 9, 22, 23, 24, 25, 26, 29, 31,32, 33, 35, 38) was mentioned as a favorite part of the app, as was watching the videos (P9, 11, 22, 24, 26,27, 29, 38).”
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Self-citation
- Authors
- Fleming, T., Poppelaars, M., & Thabrew, H.
- Affiliations
- Victoria University of Wellington (NZ)
- Radboud University Nijmegen (NL)
- University of Auckland (NZ)
- Venue
- World Psychiatry
- Publisher
- Wiley
- Published
- 2023-01-14
- Volume
- 22
- Issue
- 1
- Pages
- 46-47
- ISSN
- 1723-8617 (ISSN-L)
- 2051-5545
- PMC
- PMC9840502
- OpenAlex
- W4316143353
- Cited by
- 45
- References
- 8
- Citations by year
- 2026: 9 · 2025: 19 · 2024: 11 · 2023: 6
- FWCI
- 11.62
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- World Psychiatry (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- Figshare (submittedVersion, cc-by-nc-nd)
- Radboud Repository (Radboud University) (submittedVersion)
- Victoria University of Wellington
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- gamification, digital mental health, mental health apps, game-based intervention
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