Gamifying CBT to deliver emotional health treatment to young people on smartphones
Open accessAbstract
mHealth interventions promise the economic delivery of evidence-based mental health treatments like cognitive behavioural therapy (CBT) to populations that struggle to access health services, such as adolescents and in New Zealand, Māori and Pasifika youth. Unfortunately engagement with digital therapies is poor; modularisation and gamification have potential to increase their appeal. Gamifying CBT involves selecting suitable interventions, adapting them to a digital format while applying gamification principles. We describe the design and development of Quest - Te Whitianga, an app that encourages the user to learn CBT skills via a series of activities and games. A variety of approaches including consultation with clinicians, reference to best-practice literature, focus groups and interactive workshops with youth were used to inform the co-design process. Clinicians worked iteratively with experienced game designers to co-create a youth CBT digital intervention. The Quest modular app is set on an ocean and the user travels between islands to learn six evidence-based skills. These include a relaxation/mindfulness activity, activity planning, a gratitude journal plus problem solving and communication skills training. We describe the theoretical and design aspects of each module detailing the gamified features that aim to increase user engagement. In the near future we will be testing the app and the principles discussed in this paper via a randomised-controlled trial.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Gamification can increase motivation to engage with mental health apps.
“Previous research shows that gamification can increase motivation to engage with mental health apps [42-44], improve mood [45], and activate the ventral striatum, which can enhance individuals’ general reward responsiveness to positive stimuli [21].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [44]
The Conclusions (page unavailable) report that one comparison found greater use and time spent on a gamified mental health app, supporting the possibility of increased engagement. But they also say that a positive effect on engagement is not yet established, and they do not report a measured increase in motivation. The citing sentence presents the evidence more firmly than this source does. (LLM, conf=0.85)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
Cognitive Therapy for Depression
(2012) · PsycEXTRA Dataset · doi:10.1037/e675542012-001 · Cited by 9,678 · see citing works
(1975) · Medical Entomology and Zoology · Cited by 7,245 · see citing works
Cognitive Therapy of Depression
HOLLON, S. D., & BECK, A. T. (1979) · Cognitive-Behavioral Interventions · doi:10.1016/b978-0-12-404480-7.50012-5 · Cited by 4,685 · see citing works
Fredrickson, B. L. (2001) · American Psychologist · doi:10.1037//0003-066x.56.3.218 · Cited by 3,512 · see citing works
Cognitive Therapy and the Emotional Disorders
Ince, L. P. (1977) · American Journal of Psychotherapy · doi:10.1176/appi.psychotherapy.1977.31.4.633 · Cited by 2,889 · see citing works
Gamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515 · see citing works
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456 · see citing works
Gratitude and well-being: A review and theoretical integration
Wood, A. M., Froh, J. J., & Geraghty, A. W. A. (2010) · Clinical Psychology Review · doi:10.1016/j.cpr.2010.03.005 · Cited by 2,217 · see citing works
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010) · Psychological Bulletin · doi:10.1037/a0018251 · Cited by 2,048 · see citing works
The clinical use of mindfulness meditation for the self-regulation of chronic pain
Kabat-Zinn, J., Lipworth, L., & Burney, R. (1985) · Journal of Behavioral Medicine · doi:10.1007/bf00845519 · Cited by 1,745 · see citing works
A systematic review of gamification in e-Health
Sardi, L., Idri, A., & Fernández‐Alemán, J. L. (2017) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2017.05.011 · Cited by 1,041 · see citing works
Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments
Bakker, D., Kazantzis, N., Rickwood, D., & Rickard, N. (2016) · JMIR Mental Health · doi:10.2196/mental.4984 · Cited by 886 · see citing works
Christie, D., & Viner, R. (2005) · BMJ · doi:10.1136/bmj.330.7486.301 · Cited by 758 · see citing works
Merry, S. N., Stasiak, K., Shepherd, M., Frampton, C., Fleming, T., & Lucassen, M. F. G. (2012) · BMJ · doi:10.1136/bmj.e2598 · Cited by 716 · see citing works
Self-citationFleming, T., Bavin, L., Lucassen, M., Stasiak, K., Hopkins, S., & Merry, S. (2018) · Journal of Medical Internet Research · doi:10.2196/jmir.9275 · Cited by 670 · see citing works
Self-citationInternet gaming disorder in children and adolescents: a systematic review
Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.13754 · Cited by 669 · see citing works
McCullough, M. E., Tsang, J.-A. C., & Emmons, R. A. (2004) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.86.2.295 · Cited by 621 · see citing works
Ekers, D., Webster, L., Van Straten, A., Cuijpers, P., Richards, D., & Gilbody, S. (2014) · PLoS ONE · doi:10.1371/journal.pone.0100100 · Cited by 565 · see citing works
Ebert, D. D., Zarski, A.-C., Christensen, H., Stikkelbroek, Y., Cuijpers, P., Berking, M., & Riper, H. (2015) · PLOS ONE · doi:10.1371/journal.pone.0119895 · Cited by 533 · see citing works
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
Cugelman, B. (2013) · JMIR Serious Games · doi:10.2196/games.3139 · Cited by 531 · see citing works
Clinical and psychological effects of excessive screen time on children
Domingues‐Montanari, S. (2017) · Journal of Paediatrics and Child Health · doi:10.1111/jpc.13462 · Cited by 524 · see citing works
Prevention, early intervention, harm reduction, and treatment of substance use in young people
Stockings, E., Hall, W. D., Lynskey, M., Morley, K. I., Reavley, N., Strang, J., Patton, G., & Degenhardt, L. (2016) · The Lancet Psychiatry · doi:10.1016/s2215-0366(16)00002-x · Cited by 433 · see citing works
A game plan: Gamification design principles in mHealth applications for chronic disease management
Miller, A. S., Cafazzo, J. A., & Seto, E. (2016) · Health Informatics Journal · doi:10.1177/1460458214537511 · Cited by 394 · see citing works
Mohr, D. C., Weingardt, K. R., Reddy, M., & Schueller, S. M. (2017) · Psychiatric Services · doi:10.1176/appi.ps.201600541 · Cited by 365 · see citing works
How to design gamification? A method for engineering gamified software
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2017) · Information and Software Technology · doi:10.1016/j.infsof.2017.10.015 · Cited by 324 · see citing works
Stinson, J., Jibb, L., Nguyen, C., Nathan, P. C., Maloney, A. M., Dupuis, L. L., Gerstle, J. T., Alman, B. A., Hopyan, S., Strahlendorf, C., et al. (2013) · Journal of Medical Internet Research · doi:10.2196/jmir.2350 · Cited by 288 · see citing works
Grist, R., Croker, A., Denne, M., & Stallard, P. (2019) · Clinical Child and Family Psychology Review · doi:10.1007/s10567-018-0271-8 · Cited by 287 · see citing works
Behavioural activation for depression
Veale, D. (2008) · Advances in Psychiatric Treatment · doi:10.1192/apt.bp.107.004051 · Cited by 282 · see citing works
Kazantzis, N., Whittington, C., Zelencich, L., Kyrios, M., Norton, P. J., & Hofmann, S. G. (2016) · Behavior Therapy · doi:10.1016/j.beth.2016.05.002 · Cited by 280 · see citing works
Acceptance and Commitment Therapy
Hayes, S. C., & Sackett, C. (2014) · Encyclopedia of Behavior Modification and Cognitive Behavior Therapy: Volume 1: Adult Clinical Applications Volume 2: Child Clinical Applications Volume 3: Educational Applications · doi:10.4135/9781412950534.n1 · Cited by 279 · see citing works
Pennant, M. E., Loucas, C. E., Whittington, C., Creswell, C., Fonagy, P., Fuggle, P., Kelvin, R., Naqvi, S., Stockton, S., & Kendall, T. (2015) · Behaviour Research and Therapy · doi:10.1016/j.brat.2015.01.009 · Cited by 269 · see citing works
Serious games continuum: Between games for purpose and experiential environments for purpose
Marsh, T. (2011) · Entertainment Computing · doi:10.1016/j.entcom.2010.12.004 · Cited by 212 · see citing works
Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift
Fleming, T. M., de Beurs, D., Khazaal, Y., Gaggioli, A., Riva, G., Botella, C., Baños, R. M., Aschieri, F., Bavin, L. M., Kleiboer, A., et al. (2016) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2016.00065 · Cited by 212 · see citing works
Self-citationHilvert-Bruce, Z., Rossouw, P. J., Wong, N., Sunderland, M., & Andrews, G. (2012) · Behaviour Research and Therapy · doi:10.1016/j.brat.2012.04.001 · Cited by 193 · see citing works
Children's Screen Viewing is Related to Psychological Difficulties Irrespective of Physical Activity
Page, A. S., Cooper, A. R., Griew, P., & Jago, R. (2010) · PEDIATRICS · doi:10.1542/peds.2010-1154 · Cited by 189 · see citing works
Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
Brown, M., O'Neill, N., van Woerden, H., Eslambolchilar, P., Jones, M., & John, A. (2016) · JMIR Mental Health · doi:10.2196/mental.5710 · Cited by 178 · see citing works
Acceptability of Internet Treatment of Anxiety and Depression
Gun, S. Y., Titov, N., & Andrews, G. (2011) · Australasian Psychiatry · doi:10.3109/10398562.2011.562295 · Cited by 174 · see citing works
Holdsworth, E., Bowen, E., Brown, S., & Howat, D. (2014) · Clinical Psychology Review · doi:10.1016/j.cpr.2014.06.004 · Cited by 172 · see citing works
Sancassiani, F., Pintus, E., Holte, A., Paulus, P., Moro, M. F., Cossu, G., Angermeyer, M. C., Carta, M. G., & Lindert, J. (2015) · Clinical Practice & Epidemiology in Mental Health · doi:10.2174/1745017901511010021 · Cited by 171 · see citing works
Savage, C., Hindle, R., Meyer, L. H., Hynds, A. S., Penetito, W., & Sleeter, C. E. (2011) · Asia-Pacific Journal of Teacher Education · doi:10.1080/1359866x.2011.588311 · Cited by 149 · see citing works
Gerhards, S. A. H., Abma, T. A., Arntz, A., de Graaf, L. E., Evers, S. M. A. A., Huibers, M. J. H., & Widdershoven, G. A. M. (2011) · Journal of Affective Disorders · doi:10.1016/j.jad.2010.09.012 · Cited by 141 · see citing works
Greenberger, D. (1995) · Cited by 138 · see citing works
Problem-solving therapy for adult depression: An updated meta-analysis
Cuijpers, P., de Wit, L., Kleiboer, A., Karyotaki, E., & Ebert, D. D. (2018) · European Psychiatry · doi:10.1016/j.eurpsy.2017.11.006 · Cited by 134 · see citing works
Baumel, A., & Kane, J. M. (2018) · Journal of Medical Internet Research · doi:10.2196/11491 · Cited by 131 · see citing works
Acceptance and Commitment Therapy
Flaxman, P. E., Blackledge, J. T., & Bond, F. W. (2010) · doi:10.4324/9780203834688 · Cited by 122 · see citing works
Current research and trends in the use of smartphone applications for mood disorders
Torous, J., & Powell, A. C. (2015) · Internet Interventions · doi:10.1016/j.invent.2015.03.002 · Cited by 121 · see citing works
Juegos serios para el tratamiento o la prevención de la depresión: una revisión sistemática
Fleming, T. M., Cheek, C., Merry, S. N., Thabrew, H., Bridgman, H., Stasiak, K., Shepherd, M., Perry, Y., & Hetrick, S. (2015) · Revista de Psicopatología y Psicología Clínica · doi:10.5944/rppc.vol.19.num.3.2014.13904 · Cited by 120 · see citing works
Self-citationPramana, G., Parmanto, B., Lomas, D., Lindhiem, O. J., Kendall, P. C., & Silk, J. S. (2018) · JMIR Serious Games · doi:10.2196/games.8902 · Cited by 117 · see citing works
Pratap, A., Renn, B. N., Volponi, J. J., Mooney, S. D., Gazzaley, A. H., Areán, P. A., & Anguera, J. A. (2018) · Journal of Medical Internet Research · doi:10.2196/10130 · Cited by 116 · see citing works
The Mobile Generation: Youth and Adolescent Ownership and Use of New Media
Lauricella, A. R., Cingel, D. P., Blackwell, C., Wartella, E., & Conway, A. (2014) · Communication Research Reports · doi:10.1080/08824096.2014.963221 · Cited by 112 · see citing works
Gamification and serious games in depression care: A systematic mapping study
Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D. (2018) · Telematics and Informatics · doi:10.1016/j.tele.2017.11.002 · Cited by 112 · see citing works
Goh, D. H., Ang, R. P.-H., & Tan, H. C. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.10.007 · Cited by 109 · see citing works
Experiences of non-adherence to Internet-delivered cognitive behavior therapy: a qualitative study
Johansson, O., Michel, T., Andersson, G., & Paxling, B. (2015) · Internet Interventions · doi:10.1016/j.invent.2015.02.006 · Cited by 99 · see citing works
Fleming, T. M., Merry, S., Stasiak, K., Hopkins, S. A., Patolo, T., Ruru, S., Latu, M., Shepherd, M., Christie, G., & Goodyear‐Smith, F. (2019) · JMIR Mental Health · doi:10.2196/12656 · Cited by 98 · see citing works
Self-citationVideo gaming in adolescence: factors associated with leisure time use
Brooks, F. M., Chester, K., Smeeton, N., & Spencer, N. H. (2015) · Journal of Youth Studies · doi:10.1080/13676261.2015.1048200 · Cited by 94 · see citing works
Health equity in the New Zealand health care system: a national survey
Sheridan, N., Kenealy, T. W., Connolly, M. J., Mahony, F., Barber, P. A., Boyd, M. A., Carswell, P., Clinton, J. M., Devlin, G. P., Doughty, R. N., et al. (2011) · International Journal for Equity in Health · doi:10.1186/1475-9276-10-45 · Cited by 90 · see citing works
The challenger app for social anxiety disorder: New advances in mobile psychological treatment
Miloff, A., Marklund, A., & Carlbring, P. (2015) · Internet Interventions · doi:10.1016/j.invent.2015.08.001 · Cited by 88 · see citing works
A systematic review and meta-analysis on the efficacy of Internet-delivered behavioral activation
Huguet, A., Miller, A., Kisely, S. R., Rao, S., Saadat, N., & McGrath, P. J. (2018) · Journal of Affective Disorders · doi:10.1016/j.jad.2018.02.073 · Cited by 85 · see citing works
Effects of Relaxation Therapy on Anxiety Disorders: A Systematic Review and Meta-analysis
Kim, H.-S., & Kim, E. J. (2017) · Archives of Psychiatric Nursing · doi:10.1016/j.apnu.2017.11.015 · Cited by 83 · see citing works
Tarrega, S., Castro-Carreras, L., Fernández-Aranda, F., Granero, R., Giner-Bartolomé, C., Aymamí, N., Gómez-Peña, M., Santamaría, J., Forcano, L., Steward, T., et al. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.01721 · Cited by 80 · see citing works
Ly, K. H., Janni, E., Wrede, R., Sedem, M., Donker, T., Carlbring, P., & Andersson, G. (2015) · Internet Interventions · doi:10.1016/j.invent.2014.12.002 · Cited by 78 · see citing works
Effects of Laughing, Smiling, and Howling on Mood
Neuhoff, C. C., & Schaefer, C. (2002) · Psychological Reports · doi:10.2466/pr0.2002.91.3f.1079 · Cited by 56 · see citing works
Cognitive-Behavior Therapy for Children and Adolescents
Szigethy, E., Weisz, J. R., & Findling, R. L. (2012) · American Psychiatric Association Publishing eBooks · doi:10.1176/appi.books.9781615370955 · Cited by 31 · see citing works
Editorial: Computers and Games for Mental Health and Well-Being
Khazaal, Y., Favrod, J., Sort, A., Borgeat, F., & Bouchard, S. (2018) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2018.00141 · Cited by 18 · see citing works
EFFECTS OF LAUGHING, SMILING, AND HOWLING ON MOOD
Neuhoff, C. C. (2002) · Psychological Reports · doi:10.2466/pr0.91.7.1079-1080 · Cited by 16 · see citing works
e-THERAPY USING COMPUTER AND MOBILE TECHNOLOGIES IN TREATMENT
Stasiak, K., & Merry, S. (2013) · ResearchSpace (University of Auckland) · Cited by 3 · see citing works
Self-citation
Flagged first, then by citations
Research works printed but not linked: 2
- D’zurilla T.J. Nezu A.M. Problem-solving Therapy: A Positive Approach 2007 Springer New York
- Sardi L. Idri A. Fernández-Alemán J.L. A systematic review of gamification in e-Health J. Biomed. Inform. 71 2017 31 48 28536062
Cited by
Sorted by citations
Practitioner review: Co‐design of digital mental health technologies with children and young people
Bevan Jones, R., Stallard, P., Agha, S. S., Rice, S., Werner‐Seidler, A., Stasiak, K., Kahn, J., Simpson, S. A., Alvarez‐Jimenez, M., Rice, F., et al. (2020) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.13258 · Cited by 317 · see citing works
Self-citationSchleider, J. L., Dobias, M., Sung, J. Y., Mumper, E. E., & Mullarkey, M. C. (2020) · JMIR Mental Health · doi:10.2196/20513 · Cited by 156 · see citing works
Young people’s advisory groups in health research: scoping review and mapping of practices
Sellars, E., Pavarini, G., Michelson, D., Creswell, C., & Fazel, M. S. (2020) · Archives of Disease in Childhood · doi:10.1136/archdischild-2020-320452 · Cited by 132 · see citing works
Zidaru, T., Morrow, E. M., & Stockley, R. (2021) · Health Expectations · doi:10.1111/hex.13299 · Cited by 138 · see citing works
Human-Centered Design Approaches in Digital Mental Health Interventions: Exploratory Mapping Review
Vial, S., Boudhraâ, S., & Dumont, M. (2022) · JMIR Mental Health · doi:10.2196/35591 · Cited by 114 · see citing works
Thorn, P., Hill, N. T. M., Lamblin, M., Teh, Z., Battersby-Coulter, R., Rice, S., Bendall, S., Gibson, K. L., Finlay, S. M., Blandon, R., et al. (2020) · JMIR Mental Health · doi:10.2196/17520 · Cited by 106 · see citing works
Six, S. G., Byrne, K. A., Tibbett, T. P., & Pericot-Valverde, I. (2021) · JMIR Mental Health · doi:10.2196/32199 · Cited by 95 · see citing works
Co-producing digital mental health interventions: A systematic review
Brotherdale, R., Berry, K., Branitsky, A., & Bucci, S. (2024) · Digital Health · doi:10.1177/20552076241239172 · Cited by 81 · see citing works
Co-design in mHealth Systems Development: Insights From a Systematic Literature Review
Noorbergen, T. J., Adam, M. T. P., Roxburgh, M., & Teubner, T. (2021) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00147 · Cited by 83 · see citing works
Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges
Vajawat, B., Varshney, P., & Banerjee, D. (2020) · Psychiatry Research · doi:10.1016/j.psychres.2020.113585 · Cited by 73 · see citing works
Gamification: a Novel Approach to Mental Health Promotion
Cheng, C., & Ebrahimi, O. V. (2023) · Current Psychiatry Reports · doi:10.1007/s11920-023-01453-5 · Cited by 75 · see citing works
A meta-analytic review of gamified interventions in mental health enhancement
Cheng, C., & Ebrahimi, O. V. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107621 · Cited by 70 · see citing works
Rauschenberg, C., Boecking, B., Paetzold, I., Schruers, K., Schick, A., van Amelsvoort, T., & Reininghaus, U. (2021) · JMIR Mental Health · doi:10.2196/25650 · Cited by 63 · see citing works
Zhao, L., Agazzi, H. C., Du, Y., Meng, H., Maku, R., Li, K. Z., Aspinall, P. A., GARVAN, C. W., & Fang, S. (2024) · Journal of Medical Internet Research · doi:10.2196/55569 · Cited by 59 · see citing works
Martínez, K., Menéndez, I. M., & Bustillo, A. (2021) · JMIR Serious Games · doi:10.2196/30482 · Cited by 54 · see citing works
King, P. T., Cormack, D. M., Edwards, R., Harris, R. B., & Paine, S. (2022) · SSM - Population Health · doi:10.1016/j.ssmph.2022.101077 · Cited by 58 · see citing works
Chinsen, A., Berg, A., Nielsen, S., Trewella, K., Cronin, T. J., Pace, C. C., Pang, K. C., & Tollit, M. A. (2025) · The Lancet Child & Adolescent Health · doi:10.1016/s2352-4642(25)00063-x · Cited by 47 · see citing works
Ferrari, M., Sabetti, J., McIlwaine, S. V., Fazeli, S., Sadati, S. M. H., Shah, J. L., Archie, S., Boydell, K., Lal, S., Henderson, J. L., et al. (2022) · Frontiers in Digital Health · doi:10.3389/fdgth.2022.814248 · Cited by 49 · see citing works
Moecke, D. P., Holyk, T., Beckett, M., Chopra, S., Petlitsyna, P., Girt, M., Kirkham, A. R., Kamurasi, I., Turner, J., Sneddon, D., et al. (2023) · Journal of Telemedicine and Telecare · doi:10.1177/1357633x231158835 · Cited by 42 · see citing works
Geirhos, A., Domhardt, M., Lunkenheimer, F., Temming, S., Holl, R. W., Minden, K., Warschburger, P., Meissner, T., Mueller-Stierlin, A. S., & Baumeister, H. (2022) · BMC Pediatrics · doi:10.1186/s12887-022-03134-3 · Cited by 37 · see citing works
Digital technologies to support adolescents with depression and anxiety: review
Jones, R. B., Hussain, F., Agha, S. S., Weavers, B., Lucassen, M. F. G., Merry, S., Stallard, P. N., Simpson, S. A., & Rice, F. J. (2022) · BJPsych Advances · doi:10.1192/bja.2022.3 · Cited by 34 · see citing works
Self-citationWanniarachchi, V. U., Greenhalgh, C., Choi, A., & Warren, J. (2025) · Frontiers in Digital Health · doi:10.3389/fdgth.2025.1500220 · Cited by 28 · see citing works
Townsend, C. D., Humpston, C. S., Rogers, J. C., Goodyear, V. A., Lavis, A., & Michail, M. (2022) · BJPsych Open · doi:10.1192/bjo.2021.1078 · Cited by 28 · see citing works
Povey, J., Sweet, M., Nagel, T., Lowell, A., Shand, F., Vigona, J., & Dingwall, K. M. (2022) · JMIR Formative Research · doi:10.2196/28342 · Cited by 26 · see citing works
Spahl, W., Motta, V. N., Woodcock, K., & Rubeis, G. (2024) · JMIR Serious Games · doi:10.2196/64488 · Cited by 20 · see citing works
Children and Young People’s Involvement in Designing Applied Games: Scoping Review
Saiger, M. J., Deterding, S., & Gega, L. (2023) · JMIR Serious Games · doi:10.2196/42680 · Cited by 22 · see citing works
Wouldes, T. A., Crawford, A., Stevens, S. E., & Stasiak, K. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.634805 · Cited by 22 · see citing works
Self-citationGonsalves, P. P., Ansari, S., Berry, C., Gonsalves, F., Iyengar, S., Kashyap, P., Mittal, D., Pal, S., Razdan, E., & Michelson, D. (2024) · Health Education Journal · doi:10.1177/00178969241297821 · Cited by 21 · see citing works
Hurmuz, M. Z. M., Jansen-Kosterink, S. M., Hermens, H. J., & van Velsen, L. (2022) · Health Informatics Journal · doi:10.1177/14604582221106008 · Cited by 17 · see citing works
“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy
Tochilnikova, E., Patnaik, A., Alsebayel, G., Narayan, U., Coeytaux, A., Ramdin, V. A., Kim, M., & Harteveld, C. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517437 · Cited by 16 · see citing works
Digital gaming interventions: a novel paradigm in mental health? Perspectives from India
Banerjee, D., Vajawat, B., & Varshney, P. (2020) · International Review of Psychiatry · doi:10.1080/09540261.2020.1839392 · Cited by 16 · see citing works
Hicks, L. J., Toombs, E., Lund, J. I., Kowatch, K. R., Hopkins, C., & Mushquash, C. J. (2024) · Journal of Telemedicine and Telecare · doi:10.1177/1357633x241239715 · Cited by 15 · see citing works
Anything goes for participant, patient and public involvement in youth mental health research
Bakermans‐Kranenburg, M. J., & van IJzendoorn, M. H. (2024) · JCPP Advances · doi:10.1002/jcv2.12258 · Cited by 13 · see citing works
Fraga, C., Cardoso, L., de Stefano, E., Santos, L. L., & da Motta, N. F. (2025) · Tourism and Hospitality · doi:10.3390/tourhosp6010017 · Cited by 12 · see citing works
Kalde, J., Atik, E., Stricker, J. H., Schückes, M., Neudeck, P., Pittig, A., & Pietrowsky, R. (2023) · Psychotherapy Research · doi:10.1080/10503307.2023.2277866 · Cited by 12 · see citing works
Amer, N. A., Abdelrazek, S., Eladrosy, W., El-bakry, H., & Shohieb, S. M. (2024) · International Journal of Cognitive Therapy · doi:10.1007/s41811-024-00225-0 · Cited by 12 · see citing works
Sriwatanathamma, P., Sirivesmas, V., Simatrang, S., & Bhowmik, N. H. (2023) · JMIR Serious Games · doi:10.2196/41638 · Cited by 12 · see citing works
No decision about me, without me: Collaborating with young people in mental health research
Lloyd, A., Wu, T. C.-H., Lucas, L., Agunbiade, A., Saleh, R., Fearon, P. R. M., & Viding, E. M. (2024) · JCPP Advances · doi:10.1002/jcv2.12291 · Cited by 10 · see citing works
Amer, N. A., Shohieb, S. M., Eladrosy, W., El-Bakry, H. M., & Abdelrazek, S. M. (2023) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/ijgcms.324098 · Cited by 11 · see citing works
Antezana, G., Venning, A., Smith, D., & Bidargaddi, N. P. (2022) · Digital Health · doi:10.1177/20552076221144104 · Cited by 8 · see citing works
Amer, N. A., Shohieb, S. M., Eladrosy, W., Liu, S., Nam, Y., & Abdelrazek, S. M. (2024) · Digital Health · doi:10.1177/20552076241263317 · Cited by 8 · see citing works
Gamification Applied to Autism Spectrum Disorder
Simões-Silva, V., Marques, A. J., Pinho, C., Pereira, D. G., Oliveira, J. F., & Barros, M. L. (2021) · Advances in psychology, mental health, and behavioral studies (APMHBS) book series · doi:10.4018/978-1-7998-8634-1.ch008 · Cited by 7 · see citing works
Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders
Lepe-Salazar, F., & Salgado-Torres, S. (2022) · Entertainment Computing · doi:10.1016/j.entcom.2022.100519 · Cited by 11 · see citing works
Long, J., Zhang, S., Chu, L., Balkian, J., Giovannucci, I., Mui, C., Luan, Y., Chang, O., Chanthavilay, P., Goundar, K., et al. (2025) · The Lancet Regional Health - Western Pacific · doi:10.1016/j.lanwpc.2025.101674 · Cited by 11 · see citing works
Designing for all youth: a scoping review of equity and participation in mental health apps
Figueroa, C. A., Pérez‐Flores, N. J., Guan, K., Zhang, R., Orchard, N. A., Kuebler, W., Williams, G. C., & Stiles‐Shields, C. (2026) · npj Digital Public Health · doi:10.1038/s44482-026-00012-y · Cited by 5 · see citing works
Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study
Minian, N., Saiva, A., Gayapersad, A., Dragonetti, R., Proulx, C., Debergue, P., Lecce, J., Hussain, S., Desjardins, E., & Selby, P. L. (2022) · JMIR Formative Research · doi:10.2196/36820 · Cited by 5 · see citing works
Pardos, A., Gallos, P., Menychtas, A., Panagopoulos, C., & Maglogiannis, I. G. (2023) · Studies in health technology and informatics · doi:10.3233/shti230129 · Cited by 4 · see citing works
Ningsih, P. A., Suarni, N. K., & Dharsana, I. K. (2023) · Bisma The Journal of Counseling · doi:10.23887/bisma.v7i1.58845 · Cited by 3 · see citing works
The analysis of cognitive restructuring techniques effectiveness to reduce the online game addiction
Rahmatillah, N., & Setiawati, F. A. (2020) · International Journal of Research in Counseling and Education · doi:10.24036/00263za0002 · Cited by 2 · see citing works
Setiyowati, H. D., Dantes, N., & Dwiarwati, K. A. (2023) · Bisma The Journal of Counseling · doi:10.23887/bisma.v7i1.58813 · Cited by 2 · see citing works
Lindemann, L., Volkmann, T., & Jochems, N. (2023) · Mensch und Computer (MuC) · doi:10.1145/3603555.3608545 · Cited by 2 · see citing works
Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones
Sriwatanathamma, P., Sirivesmas, V., Simatrang, S., & Bhowmik, N. H. (2024) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/ijgcms.337896 · Cited by 2 · see citing works
Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper
Carolus, R. Y., & Gormantara, A. (2022) · KONSTELASI Konvergensi Teknologi dan Sistem Informasi · doi:10.24002/konstelasi.v2i2.5369 · Cited by 2 · see citing works
Mobile Emotion Healthcare System Applying Sentiment analysis
Wang, S., Chiang, I.-E., Kuo, A. M.-H., & Lin, J. (2022) · IEEE International Conference on Big Data (BigData) · doi:10.1109/bigdata55660.2022.10021053 · Cited by 2 · see citing works
Multicultural Findings and Considerations from Brief Interventions
Saleemi, S., Zare, M., Williams, M. T., & Pinciotti, C. M. (2024) · CBT: science into practice · doi:10.1007/978-3-031-60746-2_17 · Cited by 1 · see citing works
Wong, S. M. Y., Ip, M. H. C., Lee, J. K. Q., Lum, T. Y. S., & Schwarzer, R. (2025) · JMIR Formative Research · doi:10.2196/77036 · Cited by 1 · see citing works
Gamified Change: The Transformative Impact of Reflection, Empowerment, and Gamification Motivation
Tanouri, A., Kennedy, A.-M., & Veer, E. (2025) · Journal of Consumer Behaviour · doi:10.1002/cb.70088
Aneni, K., Pegram, D., Meyer, J., Funaro, M. C., Bruhn, R. L., Imo, U. E., Hogue, A., Szapocznik, J., & Opara, I. (2026) · JAACAP Open · doi:10.1016/j.jaacop.2026.03.007 · Cited by 1 · see citing works
Liu, Y., Ji, H., Bai, S. W., Tian, X., Zhang, W., & Jia, G. A. (2026) · Nursing Open · doi:10.1002/nop2.70539 · Cited by 1 · see citing works
Gamification in Late-Life Depression: A Serious Game for a Serious Problem
Frisardi, V. (2020) · Biomedical Journal of Scientific & Technical Research · doi:10.26717/bjstr.2020.26.004320 · Cited by 1 · see citing works
Daly, K. A., Diaz-Gutierrez, K. A., Beheshtian, A., Heyman, R. E., Slep, A. M. S., & Wolff, M. S. (2024) · PLOS Digital Health · doi:10.1371/journal.pdig.0000690 · Cited by 1 · see citing works
The Use of Gamification in Social Phobia
Simões-Silva, V., Maravalhas, V., Cunha, A. R., Soares, M. I., & Marques, A. J. (2020) · Advances in medical technologies and clinical practice book series · doi:10.4018/978-1-7998-7472-0.ch009 · Cited by 1 · see citing works
المقصود, م. م. ج. ا. ا. ع. (2020) · تکنولوجيا التعليم سلسلة دراسات وبحوث · doi:10.21608/tesr.2020.160502
Immersive Games for Neurodiversity and Mental Health in Children and Young Adults
Li, C., Belter, M., Platt-Young, Z., & Lukosch, H. K. (2022) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-9732-3.ch012 · Cited by 1 · see citing works
The Use of Gamification in Social Phobia
Simões-Silva, V., Maravalhas, V., Cunha, A. R., Soares, M. I., & Marques, A. J. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-7589-8.ch060
Samonte, M. J. C., Caluya, N. C. C., Competente, L. A. M., & Relayo, R. A. (2024) · International Conference on Computer and Communication Systems (ICCCS) · doi:10.1109/icccs61882.2024.10603248
Yılmazer, E. (2024) · doi:10.69860/nobel.9786053358879
Online gaming and wellbeing among Pacific youth: a scoping review
Allen, J. M. U., Chu, J. T. W., Umutoniwase, C., Fa‘avae, D. T. M., May, L., Matapo, J., & Veukiso-Ulugia, A. (2025) · Journal of the Royal Society of New Zealand · doi:10.1080/03036758.2025.2478966
Idham, A. F., Putrawan, A., Athaya, F., Ramadhan, F., & Rasyid, A. P. (2025) · Jurnal Keperawatan Indonesia · doi:10.7454/jki.v28i1.1266
Ji, Y. G., Kim, S., Kim, S., & Ryu, G. (2025) · doi:10.2196/preprints.79702
Poulsen, A., Hickie, I. B., Chong, M. K., LaMonica, H. M., Turner, A., Varidel, M., & Iorfino, F. (2025) · Research Square · doi:10.21203/rs.3.rs-7062632/v1
Geirhos, A., Domhardt, M., Lunkenheimer, F., Temming, S., Holl, R. W., Minden, K., Warschburger, P., Meissner, T., Mueller-Stierlin, A. S., & Baumeister, H. (2022) · Figshare · doi:10.6084/m9.figshare.19092514
Simon, E., Scheveneels, S., Verboon, P., de Hullu, E., & Hooren, S. (2026) · BMC Psychiatry · doi:10.1186/s12888-026-08536-6
Falah, M. F., & Hasanah, S. M. (2026) · Health Policy and Technology · doi:10.1016/j.hlpt.2026.101200
ÖZER, İ. Ö., & Bilgin, M. (2026) · Journal of Research on Technology in Education · doi:10.1080/15391523.2026.2655163
Chen, Z. F., Chen, D.-P., Zhu, Z., Lin, X., Li, H., & Lin, R. (2026) · The Gerontologist · doi:10.1093/geront/gnag094
Involving Adolescents at Different Stages of the Research Process
Warraitch, A., Wacker, C., Jabbour, S., Bourke, A., & Hadfield, K. (2026) · Springer eBooks · doi:10.1007/978-3-032-25882-3_7
Indigenous Data Sovereignty and Māori Health
Kiri West (Ngāti Maru (Hauraki), N. T., & Gillon, A. (2026) · doi:10.1093/9780197779033.003.0015
Yamasato, A., Fujimoto, A., Irie, T., Aoki, S., Miyasaka, M., Kobayashi, M., Takase, K., Sugiyama, T., & Miyazaki, T. (2026) · doi:10.2196/preprints.114973
- Authors
- Christie, G. I., Shepherd, M., Merry, S. N., Hopkins, S., Knightly, S., & Stasiak, K.
- Affiliations
- University of Auckland (NZ)
- Corresponding author
- Christie, Grant I.
- Venue
- Internet Interventions
- Publisher
- Elsevier BV
- Published
- 2019-12
- Volume
- 18
- Pages
- 100286
- ISSN
- 2214-7829 (ISSN-L)
- PMC
- PMC6926322
- OpenAlex
- W2980334302
- Cited by
- 81
- References
- 66
- Citations by year
- 2026: 10 · 2025: 10 · 2024: 14 · 2023: 11 · 2022: 18 · 2021: 8 · 2020: 10
- FWCI
- 10.17
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Internet Interventions (publishedVersion, cc-by-nc-nd)
- PubMed Central (publishedVersion, cc-by-nc-nd)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- ResearchSpace (University of Auckland) (submittedVersion, cc-by-nc-nd)
- Funders
- Ministry for Business Innovation and Employment
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Keywords
- gamification, cognitive behavioral therapy, youth mental health, mobile health apps, digital mental health interventions, co-design, user engagement, Māori youth, gratitude journal, problem-solving skills, communication skills training
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review