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Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

Menna Brown Orcid Logo, Noelle O'Neill Orcid Logo, Hugo van Woerden Orcid Logo, Parisa Eslambolchilar Orcid Logo, Matt Jones Orcid Logo, Ann John Orcid Logo

JMIR Mental Health, Volume: 3, Issue: 3, Start page: e39

Swansea University Authors: Menna Brown Orcid Logo, Parisa Eslambolchilar Orcid Logo, Matt Jones Orcid Logo, Ann John Orcid Logo

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DOI (Published version): 10.2196/mental.5710

Abstract

Background:Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been...

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Published in: JMIR Mental Health
ISSN: 2368-7959
Published: JMIR Publications Inc. 2016
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URI: https://cronfa.swan.ac.uk/Record/cronfa54114
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Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being.Objective:This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being.Methods:A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched.Results:A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration.Conclusions:Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. 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spelling v2 54114 2020-05-01 Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review cf3c261a9100f79a3f1d018fa4066595 0000-0003-1427-1648 Menna Brown Menna Brown true false 82ddb5ec487e50883f14e2ea583ef6db 0000-0003-4610-1643 Parisa Eslambolchilar Parisa Eslambolchilar true false 10b46d7843c2ba53d116ca2ed9abb56e 0000-0001-7657-7373 Matt Jones Matt Jones true false ed8a9c37bd7b7235b762d941ef18ee55 0000-0002-5657-6995 Ann John Ann John true false 2020-05-01 MEDS Background:Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being.Objective:This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being.Methods:A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched.Results:A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration.Conclusions:Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage data. Journal Article JMIR Mental Health 3 3 e39 JMIR Publications Inc. 2368-7959 adherence; Web-based mental health interventions; well-being; gamification; engagement; dropout; patient compliance; patient nonadherence 24 8 2016 2016-08-24 10.2196/mental.5710 COLLEGE NANME Medical School COLLEGE CODE MEDS Swansea University 2024-07-11T10:13:13.5634594 2020-05-01T15:44:02.4145772 Faculty of Medicine, Health and Life Sciences Swansea University Medical School - Medicine Menna Brown 0000-0003-1427-1648 1 Noelle O'Neill 0000-0002-7827-2255 2 Hugo van Woerden 0000-0003-3382-1684 3 Parisa Eslambolchilar 0000-0003-4610-1643 4 Matt Jones 0000-0001-7657-7373 5 Ann John 0000-0002-5657-6995 6 54114__17467__d7804dd727be4d66834411ba1f9dcb59.pdf 54114.pdf 2020-06-10T19:39:10.6198167 Output 2409150 application/pdf Version of Record true Released under the terms of a Creative Commons Attribution License (CC-BY). true eng http://creativecommons.org/licenses/by/2.0/
title Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
spellingShingle Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
Menna Brown
Parisa Eslambolchilar
Matt Jones
Ann John
title_short Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
title_full Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
title_fullStr Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
title_full_unstemmed Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
title_sort Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
author_id_str_mv cf3c261a9100f79a3f1d018fa4066595
82ddb5ec487e50883f14e2ea583ef6db
10b46d7843c2ba53d116ca2ed9abb56e
ed8a9c37bd7b7235b762d941ef18ee55
author_id_fullname_str_mv cf3c261a9100f79a3f1d018fa4066595_***_Menna Brown
82ddb5ec487e50883f14e2ea583ef6db_***_Parisa Eslambolchilar
10b46d7843c2ba53d116ca2ed9abb56e_***_Matt Jones
ed8a9c37bd7b7235b762d941ef18ee55_***_Ann John
author Menna Brown
Parisa Eslambolchilar
Matt Jones
Ann John
author2 Menna Brown
Noelle O'Neill
Hugo van Woerden
Parisa Eslambolchilar
Matt Jones
Ann John
format Journal article
container_title JMIR Mental Health
container_volume 3
container_issue 3
container_start_page e39
publishDate 2016
institution Swansea University
issn 2368-7959
doi_str_mv 10.2196/mental.5710
publisher JMIR Publications Inc.
college_str Faculty of Medicine, Health and Life Sciences
hierarchytype
hierarchy_top_id facultyofmedicinehealthandlifesciences
hierarchy_top_title Faculty of Medicine, Health and Life Sciences
hierarchy_parent_id facultyofmedicinehealthandlifesciences
hierarchy_parent_title Faculty of Medicine, Health and Life Sciences
department_str Swansea University Medical School - Medicine{{{_:::_}}}Faculty of Medicine, Health and Life Sciences{{{_:::_}}}Swansea University Medical School - Medicine
document_store_str 1
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description Background:Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being.Objective:This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being.Methods:A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched.Results:A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration.Conclusions:Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage data.
published_date 2016-08-24T10:13:12Z
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