ReviewJMIR mental health2016
Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review.
Review in JMIR mental health, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04355065 (Randomized Study of Personalized Cognitive Training With Virtual Reality Technology), which is not on this map. Cited by 78 papers, 4 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Randomized Study of Personalized Cognitive Training With Virtual Reality Technology (The Secret Trail of Moon) Versus Online Therapeutic Chess Cognitive Training Versus Usual Treatment (TAU) in Attention Deficit Hyperactivity Disorder (ADHD):a Clinical Trial"
Who cites it
78 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Health Information Technology Supporting Adherence Memory Disorder Patients: A Systematic Literature Review.Applied clinical informatics · 2024Pooled it
- Interventions with Digital Tools for Mental Health Promotion among 11-18 Year Olds: A Systematic Review and Meta-Analysis.Journal of youth and adolescence · 2023Pooled it
- Behavioral Theories and Motivational Features Underlying eHealth Interventions for Adolescent Antiretroviral Adherence: Systematic Review.JMIR mHealth and uHealth · 2021Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- An App-Based Cognitive Behavioral Therapy Program Tailored for College Students: Randomized Controlled Trial.JMIR mHealth and uHealth · 2025Trial
- Effect of gamification with a support partner to increase physical activity in older adults at risk for Alzheimer's disease: The STEP 4Life randomized clinical trial.Alzheimer's & dementia : the journal of the Alzheimer's Association · 2024Trial
- Is game-based therapy effective for treating cognitive deficits in adults with schizophrenia? Evidence from a randomized controlled trial.Translational psychiatry · 2024Trial
- Trial
- Facilitator Contact, Discussion Boards, and Virtual Badges as Adherence Enhancements to a Web-Based, Self-guided, Positive Psychological Intervention for Depression: Randomized Controlled Trial.Journal of medical Internet research · 2021Trial
- Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial.JAMA network open · 2021Trial
- The Influence of Three Modes of Human Support on Attrition and Adherence to a Web- and Mobile App-Based Mental Health Promotion Intervention in a Nonclinical Cohort: Randomized Comparative Study.Journal of medical Internet research · 2020Trial
- Trial
- Leveraging copresence to increase the effectiveness of gamified personalized normative feedback.Addictive behaviors · 2019Trial
- The MARIGOLD study: Feasibility and enhancement of an online intervention to improve emotion regulation in people with elevated depressive symptoms.Journal of affective disorders · 2019Trial
- Methodology of an exercise intervention program using social incentives and gamification for obese children.BMC public health · 2019Trial
- Trial
- Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial.JAMA internal medicine · 2017Trial
- No easy fix for adherence in internet interventions: two randomized studies targeting adherence self-efficacy.Internet interventions · 2026Article
- Acceptability and feasibility of digital gamified cognitive training intervention for preschool children with cancer-related cognitive late effects: a mixed-methods study.BMC psychology · 2026Article
- Gamification of Cognitive Behavioral Therapy Homework: Therapist Concept Mapping Approach.JMIR formative research · 2026Article
18 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundAdherence 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.
objectiveThis 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.
methodsA 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.
resultsA 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.
conclusionsGamification 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.
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What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.