2020
DOI: 10.1080/10447318.2020.1750792
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Designing a Scalable, Accessible, and Effective Mobile App Based Solution for Common Mental Health Problems

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Cited by 23 publications
(19 citation statements)
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“…Our findings suggest a significant increase in well-being, which has also been observed in similar studies [ 22 , 24 ]. A decrease in depression symptoms has also been reported in other studies that evaluated mental health app use [ 31 , 79 - 81 ]. Similar themes and statistics have also been reported for user engagement and acceptance [ 82 , 83 ].…”
Section: Discussionsupporting
confidence: 72%
“…Our findings suggest a significant increase in well-being, which has also been observed in similar studies [ 22 , 24 ]. A decrease in depression symptoms has also been reported in other studies that evaluated mental health app use [ 31 , 79 - 81 ]. Similar themes and statistics have also been reported for user engagement and acceptance [ 82 , 83 ].…”
Section: Discussionsupporting
confidence: 72%
“…Gamification was applied to promote engagement and provide rewards such as “virtual coins” for “level completion.” Gamification refers to the use of mechanisms and game-based thinking to engage users and encourage action and problem-solving [ 105 ]. In one app, gamification was used to rate the advice the user received through the app, with the user assigning points called “sprouts” ( Spring ) [ 101 ]. Several apps included quizzes to test a user’s knowledge following completing a psychoeducation module (eg, GG Self Esteem ) [ 61 ].…”
Section: Resultsmentioning
confidence: 99%
“…A randomized study design was used to examine the effectiveness, acceptability or feasibility of 18 apps targeting mental health outcomes (e.g. anxiety, depression and stress) across 10 articles [6][7][8][9][10][11][12][13][14][15].…”
Section: Rctsmentioning
confidence: 99%
“…Treatment duration ranged from 10 days to 4 months. Most of the studies (26/38, 68%) used mental health apps with CBT [ 31 , 45 - 48 , 50 , 51 , 53 , 55 - 62 , 66 - 68 , 72 - 75 , 77 - 79 ], 32% (12/38) used mindfulness [ 49 , 52 , 57 , 63 - 67 , 69 - 71 , 74 , 76 , 82 ], 8% (3/38) used ACT [ 62 , 73 , 82 ], 8% (3/38) did not have a therapy associated with the app, and only 5% (2/38) used BA [ 54 , 70 ]. In terms of the depressive symptom outcome measures, 32% (12/38) of the studies used the PHQ-9, 26% (10/38) used the BDI-II, 16% (6/38) used the DASS-21, 11% (4/38) used the CES-D, 3% (1/38) used the HADS, 3% (1/38) used the IDS-SR, 3% (1/38) used the CCAPS-34, and 3% (1/38) used the PROMIS.…”
Section: Resultsmentioning
confidence: 99%
“…Two independent reviewers independently coded the studies in a Microsoft Excel spreadsheet. The following data were extracted from each article: first author, year of publication, participants’ characteristics (ie, gender and age), population, and study length ( Multimedia Appendix 3 ), as well as app name, app classification (ie, mobile or internet), presence of gamification elements, type of gamification element (eg, digital rewards, challenge or game, and competition or challenges), app adherence, the instrument used to measure depression, and type of therapy (eg, CBT and ACT) offered ( Table 1 ) [ 31 , 49 - 85 ].…”
Section: Methodsmentioning
confidence: 99%