Cited by 49Digital Mental Health InterventionsAnxiety, Depression, Psychometrics, Treatment, Cognitive ProcessesEducational Games and Gamification

A Gamified Smartphone-Based Intervention for Depression: Randomized Controlled Pilot Trial

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Lukas, Christian Aljoscha, Eskofier, Bjoern, Berking, Matthias·2021·JMIR Mental Health

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Abstract

Background: Available smartphone-based interventions for depression predominantly use evidence-based strategies from cognitive-behavioral therapy (CBT), but patient engagement and reported effect sizes are small. Recently, studies have demonstrated that smartphone-based interventions combining CBT with gamified approach-avoidance bias modification training (AAMT) can foster patient engagement and reduce symptoms of several mental health problems. Objective: Based on these findings, we developed a gamified smartphone-based intervention, mentalis Phoenix (MT-Phoenix), and hypothesized the program would both engage patients and produce preliminary evidence for the reduction of depressive symptoms. Methods: To test this hypothesis, we evaluated MT-Phoenix in a randomized controlled pilot trial including 77 individuals with elevated depression scores (Patient Health Questionnaire-9 scores ≥5). Participants were either instructed to train for 14 days with MT-Phoenix or assigned to a waitlist control condition. Engagement with the intervention was measured by assessing usage data. The primary outcome was reduction in depressive symptom severity at postassessment. Results: Data from this pilot trial shows that participants in the intervention group used the smartphone-based intervention for 46% of all days (6.4/14) and reported a significantly greater reduction of depressive symptoms than did participants in the control condition (F1,74=19.34; P=.001), with a large effect size (d=1.02). Effects were sustained at a 3-month follow-up. Conclusions: A gamified smartphone-based intervention combining CBT with AAMT may foster patient engagement and effectively target depressive symptoms. Future studies should evaluate the effectiveness of this intervention in a phase 3 trial using clinical samples. Moreover, the intervention should be compared to active control conditions. Trial Registration: German Clinical Trial Registry DRKS00012769; https://tinyurl.com/47mw8du7

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  1. [43]First M Gibbon M Spitzer RL Williams JBW Structured Clinical Interview for DSM-IV Axis I Disorders (SCID) 1997 Washington, DC American Psychiatric Press

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Authors
Lukas, C. A., Eskofier, B., & Berking, M.
Affiliations
Friedrich-Alexander-Universität Erlangen-Nürnberg (DE)
Corresponding author
Lukas, Christian Aljoscha
Venue
JMIR Mental Health
Published
2021-07-20
Volume
8
Issue
7
Pages
e16643
ISSN
2368-7959 (ISSN-L)
OpenAlex
W3185533807
Cited by
49
References
42
Citations by year
2026: 4 · 2025: 10 · 2024: 13 · 2023: 12 · 2022: 4 · 2021: 6
FWCI
7.86
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • JMIR Mental Health (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
depression, gamification, smartphone-based intervention, cognitive behavioral therapy, patient engagement, depressive symptoms, digital mental health

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