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Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
Menna Brown1, Noelle O'Neill, Hugo van Woerden
1Swansea University, Medical School, Swansea, United Kingdom. menna.brown@swansea.ac.uk.
JMIR Mental Health
|August 26, 2016
Summary
This review found that while gamification features are used in web-based mental health interventions, their direct impact on adherence is not yet understood. More research is needed to explore how game elements influence engagement and treatment completion.
Area of Science:
- Digital Health
- Mental Health Interventions
- Human-Computer Interaction
Background:
- Adherence to web-based interventions for common mental disorders (CMDs) and well-being is crucial for effectiveness.
- Gamification, using game design in non-game contexts, is increasingly applied to health interventions to boost engagement.
- The influence of gamification on adherence in web-based CMD interventions remains underexplored.
Purpose of the Study:
- To systematically review the literature and examine if gamification features predict or influence adherence rates in web-based interventions for CMDs and well-being.
- To identify commonly used gamification elements in digital mental health interventions.
Main Methods:
- A systematic review of peer-reviewed randomized controlled trials (RCTs) was conducted.
- Studies included interventions for CMDs or well-being that incorporated gamification features.
- Seven electronic databases were searched to identify relevant RCTs.
Main Results:
- 61 RCTs involving 47 unique intervention programs met the inclusion criteria; most targeted depression using cognitive behavioral therapy.
- Eight common gamification features were reviewed, with 'story/theme' being the most frequent; 'levels' and 'game leaders' were notably absent.
- No studies explicitly investigated the impact of gamification on adherence, and usage data were infrequently reported. Longer interventions (10 weeks) showed higher adherence than shorter ones (6-8 weeks).
Conclusions:
- Gamification elements are present in web-based interventions for CMDs and well-being, but their specific effect on adherence requires further investigation.
- Varied reporting of adherence and usage data limits current understanding.
- Future research should focus on elucidating the relationship between gamification features, adherence, and engagement to optimize digital health intervention design.
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