ArticleJMIR mental health2019
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review.
Article in JMIR mental health, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 85 papers, 7 of them syntheses that pooled it.
What it found
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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.
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Who cites it
85 citing papers in PubMed, 7 syntheses or guidelines pooled it.
- Health promotion theory-based educational interventions for improving oral health in children and adolescents: a systematic review and meta-analysis.BMC oral health · 2025Pooled it
- Advancements and challenges in methodological approaches for game-based health interventions: a scoping review.Frontiers in digital health · 2025Pooled it
- Promoting mental health in children and adolescents through digital technology: a systematic review and meta-analysis.Frontiers in psychology · 2024Pooled it
- Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies.JMIR mHealth and uHealth · 2023Pooled it
- Mobile health in the specific management of first-episode psychosis: a systematic literature review.Frontiers in psychiatry · 2023Pooled it
- Ethics of Gamification in Health and Fitness-Tracking.International journal of environmental research and public health · 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
- 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
- Trial
- Validation of a mobile game-based assessment of cognitive control among children and adolescents.PloS one · 2020Trial
- Real-World Meditation App Engagement: Longitudinal Study of the Medito Meditation App.JMIR mHealth and uHealth · 2026Article
- Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation.JMIR serious games · 2026Article
- Cost-effectiveness of digital health interventions for supporting mental health of children and young people: a rapid review and narrative synthesis.European child & adolescent psychiatry · 2026Review
- Use of Health and Well-Being Technology, Basic Psychological Needs, and the Mediating Role of Technological Identity in 6 European Countries: Prospective Longitudinal Survey Study.Journal of medical Internet research · 2026Article
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
- Improving Adherence to Psychotherapy and Clinical Outcome in Patients With Late-Life Depression Through Gamified mHealth Technology.The American journal of geriatric psychiatry : official journal of the American Association for Geriatric Psychiatry · 2026Article
- Effectiveness of a Gamified Educational Intervention on Palliative Care Knowledge Among Nursing Students: A Single-Group Pre-Post Intervention Study.Nursing reports (Pavia, Italy) · 2026Article
- "The More You Give the Wearable, the More It Gives You": How Regular Exercisers Navigate Exercise Using Wearable Devices.Applied psychophysiology and biofeedback · 2026Article
25 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
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThere is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators.
objectiveThis study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions.
methodsWe searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3.
resultsThe search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback, points or scoring, rewards or prizes, narrative or theme, personalization, and customization; the least commonly observed elements were artificial assistance, unlockable content, social cooperation, exploratory or open-world approach, artificial challenge, and randomness. The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers' justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention's intended effects.
conclusionsOur findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.
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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.