Cited by 177Digital Mental Health InterventionsEducational Games and GamificationMobile Health and mHealth Applications

Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial

Open access
Litvin, Silja, Saunders, Rob, Maier, Markus A., Lüttke, Stefan·2020·PLOS ONE

Abstract

Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a pressing need for accessible and affordable therapy tools. The ubiquity of smartphones offers a delivery platform for such tools. Previous research suggests that gamification-turning intervention content into a game format-could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control conditions. Differences between conditions on changes in personal growth, anxiety and psychological wellbeing, as well as differences in attrition rates, were also assessed. The eQuoo app was developed and published on all leading mobile platforms. The app educates users about psychological concepts including emotional bids, generalization, and reciprocity through psychoeducation, storytelling, and gamification. In total, 358 participants completed in a 5-week, 3-armed (eQuoo, "treatment as usual" cognitive behavioral therapy journal app, no-intervention waitlist) randomized controlled trial. Relevant scales were administered to all participants on days 1, 17, and 35. Repeated-measures ANOVA revealed statistically significant increases in resilience in the test group compared with both control groups over 5 weeks. The app also significantly increased personal growth, positive relations with others, and anxiety. With 90% adherence, eQuoo retained 21% more participants than the control or waitlist groups. Intervention delivered via eQuoo significantly raised mental well-being and decreased self-reported anxiety while enhancing adherence in comparison with the control conditions. Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition. Future research should measure eQuoo's effect on anxiety with a more sensitive tool and examine the impact of eQuoo on a clinical population.

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Crossref · 10.1371/journal.pone.0237220

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  • In much of the literature, gamification and integration of social components strengthened mHealth app use and engagement, resulting in more positive outcomes and increased peer support for MMs and PSP.

    “In much of the literature, gamification and the integration of social components strengthened mHealth app use and engagement, resulting in more positive outcomes and an increased sense of peer support for the MMs and PSP populations [14,36,46]”

    From Efficacy, Effectiveness, and Quality of Resilience-Building Mobile Health Apps for Military, Veteran, and Public Safety Personnel Populations: Scoping Literature Review and App Evaluation (2022) · cites this paper as [46]

    The Introduction describes gamification as a promising way to increase engagement, and the Conclusion reports better well-being outcomes and lower attrition with the gamified app. But the paper does not establish that integrating social components increased peer support, or report these effects for MMs and PSP populations. Its Discussion also cautions that the trial’s results cannot be attributed directly to gamification because the apps differed in other ways. (LLM, conf=0.88)

    Experimental — accuracy not yet measured
  • Mechanics like daily challenges or streak counters are effective in triggering consistent behaviour and fostering psychological ownership of the service.

    “In particular, mechanics like daily challenges or streak counters are effective in triggering consistent behaviour and fostering psychological ownership of the service (Litvin et al., 2020).”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Litvin et al., 2020

    The Discussion (page unavailable) reports significantly lower attrition in the gamified-app group, which offers some support for improved adherence. But the paper does not establish that daily challenges or streak counters trigger consistent behaviour or foster psychological ownership; its Strengths and limitations section says app usage was not recorded, so the effect on nonusage attrition could not be evaluated. (LLM, conf=0.88)

    Experimental — accuracy not yet measured
  • Streak mechanics convert initial interest into habitual behaviour.

    “This finding extends Edney et al. ' s (2019) work on attrition reduction by demonstrating that streak mechanics specifically interrupt the honeymoondecline pattern characteristic of subscription services, converting initial interest into habitual behaviour as theorised by Litvin et al. (2020).”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Litvin et al. (2020)

    The Introduction describes gamification generally as a promising way to increase engagement and reduce attrition, and the Discussion reports lower attrition in the gamified-app group. Neither passage identifies streak mechanics or theorizes that they convert initial interest into habitual behaviour; a search for streaks and habit formation found no such account. (LLM, conf=0.77)

    Experimental — accuracy not yet measured
  • Streak mechanics specifically interrupt the honeymoon-decline pattern characteristic of subscription services.

    “This finding extends Edney et al. ' s (2019) work on attrition reduction by demonstrating that streak mechanics specifically interrupt the honeymoondecline pattern characteristic of subscription services, converting initial interest into habitual behaviour as theorised by Litvin et al. (2020).”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Litvin et al. (2020)

    The Introduction describes the difficulty of turning interest in mental-health apps into regular use and presents gamification as a possible way to improve engagement. The Discussion reports lower attrition in the gamified-app group but cautions that the result cannot be attributed directly to gamification. Neither section supports the more specific claim that streak mechanics interrupt a honeymoon decline in subscription services or create habitual behaviour. (LLM, conf=0.86)

    Experimental — accuracy not yet measured
  • Family- and community-level factors were seldom addressed in the identified apps, despite being indicated as an important component of resilience.

    “family- and community-level factors were seldom addressed in our identified apps, despite being indicated as an important component of resilience [44,46].”

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Research works printed but not linked: 5

  1. [7]National Academies of Sciences, Engineering, and Medicine. Fostering healthy mental, emotional, and behavioral development in children and youth: a national agenda. Washington, DC: The National Academies Press; 2019. 31869055
  2. [52]Liebenberg L, Moore JC. A social ecological measure of resilience for adults: The RRC-ARM. Soc Indic Res. 2018 1; 136(1): 1– 9.
  3. [68]Maiter S, Simich L, Jacobson N, Wise J. Reciprocity: an ethic for community-based participatory action research. Action Res. 2008; 6(3): 305– 25.
  4. [72]Vázquez C, Hervás G, Rahona JJ, Gómez D. Psychological well-being and health. Contributions of positive psychology. Annuary of Clinical and Health Psychology. 2009; 5(2009): 15– 27.
  5. [89]Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR Ment Health. 2019; 6(6): e13717 10.2196/13717 31244479 PMC6617915 · DOI · Paper page

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Authors
Litvin, S., Saunders, R., Maier, M. A., & Lüttke, S.
Affiliations
  • Ludwig-Maximilians-Universität München (DE)
  • University College London (GB)
  • University of Tübingen (DE)
Corresponding author
Litvin, Silja
Venue
PLOS ONE
Published
2020-09-02
Volume
15
Issue
9
Pages
e0237220
ISSN
1932-6203 (ISSN-L)
OpenAlex
W3082570758
Cited by
177
References
88
Citations by year
2026: 33 · 2025: 31 · 2024: 32 · 2023: 34 · 2022: 25 · 2021: 21 · 2020: 1
FWCI
18.28
Type
journal article
Language
en
Open access
Locations
  • PLoS ONE (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • UCL Discovery (University College London) (submittedVersion)
  • Open access LMU (Ludwid Maxmilian's Universitat Munchen) (submittedVersion, cc-by)
  • HRB National Drugs Library (Health Research Board) (submittedVersion, cc-by)
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, mobile mental health intervention, resilience, attrition, mobile application, psychoeducation, anxiety, psychological well-being, personal growth, intervention adherence, reciprocity, generalization
MeSH terms
Adolescent, Adult, Anxiety, Female, Humans, Male, Mental Health, Middle Aged, Surveys and Questionnaires, Treatment Outcome, Outcome Assessment, Health Care, Telemedicine, Video Games, Resilience, Psychological, Young Adult

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