“…It is a considerable limitation of the studies reviewed that little reference is made to whether the interventions presented were co‐designed, that is, actively involved key stakeholders (e.g., service users, clinicians, service providers, and researchers) in the design process to ensure interventions meet their needs and are engaging and usable. Recent guidance for digital mental health innovations emphasize the importance of co‐design (Bevan Jones et al, 2020; Hill et al, 2018; Richards et al, 2016) due to the benefits it brings in terms of: (a) design quality (e.g., Yardley, Morrison, Bradbury, & Muller, 2015), (b) adherence (e.g., Howe, Batchelor, Coates, & Cashman, 2014), (c) usability (e.g., Maguire, 2001), and (d) stakeholder acceptance and adoption (e.g., Wölbling et al, 2012). Experiencing applied games/VR as effective and enjoyable is key for ensuring adherence and ultimately successful dissemination (Read & Shortell, 2011).…”