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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Gamification in Psychiatry: A Systematic Evaluation of Its Clinical Utility, Methodological Rigor, and Translational

Ernesta Panarello1, Annarita Vignapiano1,2, Francesco Monaco1,2

  • 1Department of Mental Health, ASL Salerno, Salerno, Campania, Italy.

The International Journal of Social Psychiatry
|December 26, 2025
PubMed
Summary

Gamification, using game elements in digital mental health tools, shows promise for improving engagement and adherence in psychiatric care. Further research is needed to confirm its clinical effectiveness and integration into treatment.

Keywords:
digital healthgame-like mechanicsgamificationmental healthpsychiatric treatmentspsychiatry

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Area of Science:

  • Digital mental health
  • Psychiatric interventions
  • Gamification in healthcare

Background:

  • Gamification applies game design to non-game settings, enhancing engagement in digital mental health.
  • It utilizes points, feedback, rewards, and narratives to boost motivation and adherence.
  • Empirical evidence for gamification in psychiatric treatment is currently limited.

Purpose of the Study:

  • To review evidence for gamification in psychiatric care.
  • To identify research gaps in this area.
  • To explore gamification's potential to improve treatment outcomes and user experience in digital mental health.

Main Methods:

  • A comprehensive PubMed search was conducted for empirical studies on gamified mental health interventions (Jan 2014–May 2025).
  • PRISMA guidelines were followed for study selection and screening.
  • GRADE and Cochrane RoB 2.0 tools assessed study quality and risk of bias; findings were narratively synthesized.

Main Results:

  • Seven randomized controlled trials (RCTs) were identified, primarily using mobile/app platforms with gamified elements.
  • Participants were mainly adolescents and young adults with depression, anxiety, or eating disorders.
  • Studies reported positive impacts on user engagement, adherence, and symptom reduction.

Conclusions:

  • Gamification shows potential as an effective adjunctive strategy in psychiatric and mental health interventions.
  • Encouraging initial evidence suggests clinical relevance.
  • Further research is required to optimize theoretical integration and solidify clinical utility.