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Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
JMIR Mental Health, Volume: 3, Issue: 3, Start page: e39
Swansea University Authors: Menna Brown , Parisa Eslambolchilar , Matt Jones , Ann John
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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...
Published in: | JMIR Mental Health |
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ISSN: | 2368-7959 |
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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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2024-07-11T10:13:13.5634594 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 |
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JMIR Mental Health |
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10.2196/mental.5710 |
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JMIR Publications Inc. |
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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 |
2016-08-24T13:57:09Z |
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11.047696 |