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

The DOI matches its Crossref record; 87 of the 88 references it cites were found in a registry or an index.

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

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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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  1. World Health Organization, 2017, Depression and other common mental disorders: global health estimates
  2. SC Davies, 2014, Public mental health priorities: investing in the evidence
  3. 2019, National Academies of Sciences, Engineering, and Medicine. Fostering healthy mental, emotional, and behavioral development in children and youth: a national agenda
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  5. L Liebenberg, 2018, A social ecological measure of resilience for adults: The RRC-ARM, Soc Indic Res, 136, 1, 10.1007/s11205-016-1523-y · DOI
  6. C Vázquez, 2009, Psychological well-being and health. Contributions of positive psychology, Annuary of Clinical and Health Psychology, 5, 15
  7. VWS Cheng, 2019, Gamification in apps and technologies for improving mental health and well-being: systematic review, JMIR Ment Health, 6, e13717, 10.2196/13717 · DOI · Paper page
  8. RC Kessler, 1994, Final versions of our non-specific psychological distress scale [memo dated March 10, 1994]

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Metadata

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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