2021
DOI: 10.1017/pds.2021.426
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Gamification and Nudging Techniques for Improving User Engagement in Mental Health and Well-Being Apps

Abstract: In the last decades, mental health disorders have been a growing source of the global burden of disease. Thousands of mental health apps are available nowadays addressing this problem, but studies show that the effectiveness of these apps is jeopardized by the low user engagement.This study investigates the most potentially effective gamification and nudging techniques in design for improving engagement in mental health apps for young people, by carrying out app-reviews for top installed mental health apps on … Show more

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Cited by 13 publications
(5 citation statements)
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“…These challenges draw attention to the need to develop user-centered interventions that align with an individual's preferences and personality, motivation styles, and decision-making patterns, and subsequently incorporate various components such as behavioral nudges, gamification, feedback systems, predictive analytics, and diverse incentive structures (such as tangible rewards, social recognition, or intrinsic satisfaction) (Table 1 ). These mechanisms, individually or collectively, can lead to better patient engagement and improved sustainability of regimens ( 76–82 ).…”
Section: Discussionmentioning
confidence: 99%
“…These challenges draw attention to the need to develop user-centered interventions that align with an individual's preferences and personality, motivation styles, and decision-making patterns, and subsequently incorporate various components such as behavioral nudges, gamification, feedback systems, predictive analytics, and diverse incentive structures (such as tangible rewards, social recognition, or intrinsic satisfaction) (Table 1 ). These mechanisms, individually or collectively, can lead to better patient engagement and improved sustainability of regimens ( 76–82 ).…”
Section: Discussionmentioning
confidence: 99%
“…Further, nudging techniques have been applied for improving user engagement in mental health and reinforcing positive cognitive states using technologies [55]. In the assessment of the self-tracking process, in many use cases, the individual benefits through a sustained engagement in the process and use of self-tracking technologies [56].…”
Section: Nudge Theorymentioning
confidence: 99%
“…This integration of gamification and nudging can ensure a more holistic theoretical embeddedness of future research on sustainability/culture development apps. For example, [56] integrated gamification and nudging in their recent works on well-being apps. The gamification study by [3] focused on feedback without referring to the concept of nudging.…”
Section: Implications To Theory and Practicementioning
confidence: 99%
“…For example, biking to work would have positive environmental and health benefits [16]. As the participants mentioning this comparison assumed that health management apps are more advanced, future research should explore the adaptation of successful key functionalities from occupational safety apps, or health management apps [56] for fostering sustainability-oriented corporate culture.…”
Section: Limitations and Future Researchmentioning
confidence: 99%