Related Experiment Video
Updated: May 16, 2025

05:52
Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
18.7K
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation
Mark Hewko1, Vincent Gagnon Shaigetz2, Michael S Smith1
1National Research Council, Winnipeg, MB, Canada.
JMIR Serious Games
|March 31, 2025
Summary
This study developed a virtual reality (VR) cognitive remediation program for major depressive disorder, incorporating user feedback to enhance gamification for intrinsic motivation and engagement. The VR intervention showed good tolerability and user experience.
Area of Science:
- Digital health interventions
- Virtual reality therapeutics
- Cognitive remediation
Background:
- Developing digital interventions like immersive virtual reality (VR) cognitive remediation for major depressive disorder (MDD) requires understanding effective components and clinical relevance.
- Low uptake and noncompliance challenge digital intervention delivery; gamification can improve adherence but needs careful design for intrinsic motivation.
- This study addresses these challenges through co-design and behavior change theories, following international guidelines for VR therapy development.
Purpose of the Study:
- To iteratively develop and refine a VR cognitive remediation program (bWell-D) for MDD.
- To integrate user-centered design and gamification strategies informed by behavior change theories.
- To enhance intrinsic user motivation and engagement in digital mental health interventions.
Main Methods:
- Collected qualitative data from patients and care providers on VR use for cognitive remediation and behavior change drivers.
- Translated qualitative insights into software features, evaluating gamification elements against behavioral theories for intrinsic engagement.
- Formally evaluated implemented changes through user trials to assess tolerability and engagement.
Main Results:
- End-user feedback emphasized gamification for artificial challenges, personalization, and assistance, focusing on capability as a driver.
- The need for competence was the most frequently cited factor for promoting intrinsic engagement.
- bWell-D demonstrated good tolerability, with preliminary results showing increased user experience and high engagement over a 4-week program.
Conclusions:
- A process for applying gamification in digital mental health interventions is presented, characterizing applied elements and targeted mechanisms.
- End-user feedback led to incorporating less common gamification elements focused on individual ability, moving beyond extrinsic motivators like points and rewards.
- Incorporating user feedback allows for broader application of gamification, identifying elements potentially better suited for mental health domains.

