“…These include direct methods (e.g., clearly stated financial contingencies and bonus payments) and more indirect methods – for example, recent work suggests that gamification , defined as ‘the use of game design elements in non‐game contexts’ (Deterding, Dixon, Khaled, & Nacke, ), is associated with increased quantity and quality of data collected in EMA protocols with adults (Van Berkel, Goncalves, Hosio, & Kostakos, ). As the percentage of adolescents with a smartphone increases (Anderson & Jiang, ), EMA protocols will need to adapt to capture youths' attention (Modecki, Goldberg, Ehrenreich, Russell, & Bellmore, ; Odgers, ).…”