2023
DOI: 10.1002/wps.21041
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The role of gamification in digital mental health

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Cited by 20 publications
(14 citation statements)
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“…Users needed to play 2–3 times a week for 20–30 min Wait-list group: - Participants were placed on a waitlist without access to the intervention Schakel et al (2020) [ 37 ] RCT / 2 (after 6–7 weeks, after 10 weeks) Nether-lands Intervention group (n = 35): Age: M = 22.5 Female sex: 0% Drop-out: 17.2% Control group (n = 34): Age: M = 22.9 Female sex: 0% Drop-out: 8.9% Handling of drop-outs: Per-protocol analysis - Goals - Storytelling/ Narration 6 weeks Intervention group: - Participants received a guided ICBT intervention for 6 weeks, which contained 6 modules guided by a therapist. Additionally, users played a serious game (Ivanovna©) that included comparable modules as the guided intervention Control group: - Participants did not receive any intervention RCT Randomized control trial, cRCT Cluster randomized control trial, M Median, f Female, m Male, CBT Cognitive behavioural therapy, ICBT Internet-based cognitive behavioural therapy 1 Numbers of participants refer to the time of randomization 2 Information taken from [ 38 , 39 ] 3 In this case only the HeadSpace group is identified as the intervention group because of gamified elements 4 Only results from the real-life experiment are reported because Study 2 has no control group 5 This study reports results from a pilot experiment and real-life experiment. We only present results for the real-life experiment here …”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Users needed to play 2–3 times a week for 20–30 min Wait-list group: - Participants were placed on a waitlist without access to the intervention Schakel et al (2020) [ 37 ] RCT / 2 (after 6–7 weeks, after 10 weeks) Nether-lands Intervention group (n = 35): Age: M = 22.5 Female sex: 0% Drop-out: 17.2% Control group (n = 34): Age: M = 22.9 Female sex: 0% Drop-out: 8.9% Handling of drop-outs: Per-protocol analysis - Goals - Storytelling/ Narration 6 weeks Intervention group: - Participants received a guided ICBT intervention for 6 weeks, which contained 6 modules guided by a therapist. Additionally, users played a serious game (Ivanovna©) that included comparable modules as the guided intervention Control group: - Participants did not receive any intervention RCT Randomized control trial, cRCT Cluster randomized control trial, M Median, f Female, m Male, CBT Cognitive behavioural therapy, ICBT Internet-based cognitive behavioural therapy 1 Numbers of participants refer to the time of randomization 2 Information taken from [ 38 , 39 ] 3 In this case only the HeadSpace group is identified as the intervention group because of gamified elements 4 Only results from the real-life experiment are reported because Study 2 has no control group 5 This study reports results from a pilot experiment and real-life experiment. We only present results for the real-life experiment here …”
Section: Resultsmentioning
confidence: 99%
“… RCT Randomized control trial, cRCT Cluster randomized control trial, M Median, f Female, m Male, CBT Cognitive behavioural therapy, ICBT Internet-based cognitive behavioural therapy 1 Numbers of participants refer to the time of randomization 2 Information taken from [ 38 , 39 ] 3 In this case only the HeadSpace group is identified as the intervention group because of gamified elements 4 Only results from the real-life experiment are reported because Study 2 has no control group 5 This study reports results from a pilot experiment and real-life experiment. We only present results for the real-life experiment here …”
Section: Resultsmentioning
confidence: 99%
“…Overwhelmingly, playing the games (P5, 9,22,23,24,25,26,29,31,32,33,35,38) was mentioned as a favorite part of the app, as was watching the videos (P9, 11,22,24,26,27,29,38). At least five participants liked remembering and identifying their strengths (P24, 26,29,38,33).…”
Section: User Feedbackmentioning
confidence: 99%
“…Overwhelmingly, playing the games (P5, 9,22,23,24,25,26,29,31,32,33,35,38) was mentioned as a favorite part of the app, as was watching the videos (P9, 11,22,24,26,27,29,38). At least five participants liked remembering and identifying their strengths (P24, 26,29,38,33). The rewards (P27, 29,38), character stories (P1, P22, P23, P29), adding photos of family (P26) and people who care about you (P5, 35,24,27), and listening to the music (P26) were also mentioned as being liked.…”
Section: User Feedbackmentioning
confidence: 99%
See 1 more Smart Citation