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Related Experiment Video

Updated: May 2, 2026

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Gamification of Cognitive Behavioral Therapy Homework: Therapist Concept Mapping Approach.

Ho Ming Lau1, Patricia van Oppen2, Heleen Riper1,2

  • 1Department of Clinical Psychology, Faculty of Behaviour and Movement Science, Vrije Universiteit, Van der Boechorststraat 7, Amsterdam, 1081 BT, The Netherlands, 31 618412735.

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|April 30, 2026
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Summary
This summary is machine-generated.

Gamification may enhance cognitive behavioral therapy (CBT) homework adherence by addressing patient motivation and external barriers. Therapists identified facilitation and rewards as key game design elements to improve homework completion in CBT.

Keywords:
CBTadherenceanxietycognitive behavioral therapycomplianceconcept mappingdepressiongame design elementsgame-basedgamificationhomeworkmental healthmotivation

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Area of Science:

  • Psychology
  • Therapeutic Interventions
  • Digital Health

Background:

  • Homework adherence in cognitive behavioral therapy (CBT) is crucial for positive treatment outcomes.
  • Barriers to CBT homework completion are common and negatively impact adherence.
  • Gamification shows promise for increasing intervention adherence but hasn't been specifically applied to CBT homework.

Purpose of the Study:

  • To explore obstacles hindering CBT homework completion.
  • To investigate the potential of gamification in overcoming these obstacles.

Main Methods:

  • Concept mapping was employed with 7 therapists to identify barriers to CBT homework and potential gamification elements.
  • Therapists generated lists of reasons for non-adherence and game design elements.
  • Multidimensional scaling and hierarchical cluster analyses were used to organize and present findings.

Main Results:

  • Therapists identified external factors (e.g., time constraints) and lack of motivation as primary homework barriers.
  • Facilitation and reward-based game design elements were rated highest for improving homework adherence and therapist acceptance.
  • External and non-symptom-related internal factors were deemed most difficult for patients to change.

Conclusions:

  • Gamification elements like facilitation and rewards may address key barriers to CBT homework.
  • Further research is needed to evaluate specific game design elements, their quantity, combinations, and patient preferences.