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Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis

BACKGROUND: Previous research showed that computerized cognitive behavioral therapy can effectively reduce depressive symptoms. Some mental health apps incorporate gamification into their app design, yet it is unclear whether features differ in their effectiveness to reduce depressive symptoms over...

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Detalles Bibliográficos
Autores principales: Six, Stephanie G, Byrne, Kaileigh A, Tibbett, Thomas P, Pericot-Valverde, Irene
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8669581/
https://www.ncbi.nlm.nih.gov/pubmed/34847058
http://dx.doi.org/10.2196/32199
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author Six, Stephanie G
Byrne, Kaileigh A
Tibbett, Thomas P
Pericot-Valverde, Irene
author_facet Six, Stephanie G
Byrne, Kaileigh A
Tibbett, Thomas P
Pericot-Valverde, Irene
author_sort Six, Stephanie G
collection PubMed
description BACKGROUND: Previous research showed that computerized cognitive behavioral therapy can effectively reduce depressive symptoms. Some mental health apps incorporate gamification into their app design, yet it is unclear whether features differ in their effectiveness to reduce depressive symptoms over and above mental health apps without gamification. OBJECTIVE: The aim of this study was to determine whether mental health apps with gamification elements differ in their effectiveness to reduce depressive symptoms when compared to those that lack these elements. METHODS: A meta-analysis of studies that examined the effect of app-based therapy, including cognitive behavioral therapy, acceptance and commitment therapy, and mindfulness, on depressive symptoms was performed. A total of 5597 articles were identified via five databases. After screening, 38 studies (n=8110 participants) remained for data extraction. From these studies, 50 total comparisons between postintervention mental health app intervention groups and control groups were included in the meta-analysis. RESULTS: A random effects model was performed to examine the effect of mental health apps on depressive symptoms compared to controls. The number of gamification elements within the apps was included as a moderator. Results indicated a small to moderate effect size across all mental health apps in which the mental health app intervention effectively reduced depressive symptoms compared to controls (Hedges g=–0.27, 95% CI –0.36 to –0.17; P<.001). The gamification moderator was not a significant predictor of depressive symptoms (β=–0.03, SE=0.03; P=.38), demonstrating no significant difference in effectiveness between mental health apps with and without gamification features. A separate meta-regression also did not show an effect of gamification elements on intervention adherence (β=–1.93, SE=2.28; P=.40). CONCLUSIONS: The results show that both mental health apps with and without gamification elements were effective in reducing depressive symptoms. There was no significant difference in the effectiveness of mental health apps with gamification elements on depressive symptoms or adherence. This research has important clinical implications for understanding how gamification elements influence the effectiveness of mental health apps on depressive symptoms.
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spelling pubmed-86695812022-01-06 Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis Six, Stephanie G Byrne, Kaileigh A Tibbett, Thomas P Pericot-Valverde, Irene JMIR Ment Health Review BACKGROUND: Previous research showed that computerized cognitive behavioral therapy can effectively reduce depressive symptoms. Some mental health apps incorporate gamification into their app design, yet it is unclear whether features differ in their effectiveness to reduce depressive symptoms over and above mental health apps without gamification. OBJECTIVE: The aim of this study was to determine whether mental health apps with gamification elements differ in their effectiveness to reduce depressive symptoms when compared to those that lack these elements. METHODS: A meta-analysis of studies that examined the effect of app-based therapy, including cognitive behavioral therapy, acceptance and commitment therapy, and mindfulness, on depressive symptoms was performed. A total of 5597 articles were identified via five databases. After screening, 38 studies (n=8110 participants) remained for data extraction. From these studies, 50 total comparisons between postintervention mental health app intervention groups and control groups were included in the meta-analysis. RESULTS: A random effects model was performed to examine the effect of mental health apps on depressive symptoms compared to controls. The number of gamification elements within the apps was included as a moderator. Results indicated a small to moderate effect size across all mental health apps in which the mental health app intervention effectively reduced depressive symptoms compared to controls (Hedges g=–0.27, 95% CI –0.36 to –0.17; P<.001). The gamification moderator was not a significant predictor of depressive symptoms (β=–0.03, SE=0.03; P=.38), demonstrating no significant difference in effectiveness between mental health apps with and without gamification features. A separate meta-regression also did not show an effect of gamification elements on intervention adherence (β=–1.93, SE=2.28; P=.40). CONCLUSIONS: The results show that both mental health apps with and without gamification elements were effective in reducing depressive symptoms. There was no significant difference in the effectiveness of mental health apps with gamification elements on depressive symptoms or adherence. This research has important clinical implications for understanding how gamification elements influence the effectiveness of mental health apps on depressive symptoms. JMIR Publications 2021-11-29 /pmc/articles/PMC8669581/ /pubmed/34847058 http://dx.doi.org/10.2196/32199 Text en ©Stephanie G Six, Kaileigh A Byrne, Thomas P Tibbett, Irene Pericot-Valverde. Originally published in JMIR Mental Health (https://mental.jmir.org), 29.11.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on https://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Review
Six, Stephanie G
Byrne, Kaileigh A
Tibbett, Thomas P
Pericot-Valverde, Irene
Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title_full Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title_fullStr Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title_full_unstemmed Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title_short Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis
title_sort examining the effectiveness of gamification in mental health apps for depression: systematic review and meta-analysis
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8669581/
https://www.ncbi.nlm.nih.gov/pubmed/34847058
http://dx.doi.org/10.2196/32199
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