Evidence map›Paper›PMID 31890633›Full record

ArticleInternet interventions2019

Gamifying CBT to deliver emotional health treatment to young people on smartphones.

Grant I Christie, Matthew Shepherd, Sally N Merry, Sarah Hopkins, Stephen Knightly, Karolina Stasiak

Abstract read
In one paragraph

Article in Internet interventions, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 34 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
34citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

34 citing papers in PubMed, 3 syntheses or guidelines pooled it.

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  9. Online gaming and wellbeing among Pacific youth: a scoping review.Journal of the Royal Society of New Zealand · 2025
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Grant I ChristieDepartment of Psychological Medicine, Faculty of Medical & Health Science, University of Auckland, New Zealand.
Matthew ShepherdDepartment of Psychological Medicine, Faculty of Medical & Health Science, University of Auckland, New Zealand.
Sally N MerryDepartment of Psychological Medicine, Faculty of Medical & Health Science, University of Auckland, New Zealand.
Sarah HopkinsDepartment of Psychological Medicine, Faculty of Medical & Health Science, University of Auckland, New Zealand.
Stephen KnightlyInGame Limited, PO Box 106-804, Auckland, New Zealand.
Karolina StasiakDepartment of Psychological Medicine, Faculty of Medical & Health Science, University of Auckland, New Zealand.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

mHealth interventions promise the economic delivery of evidence-based mental health treatments like cognitive behavioural therapy (CBT) to populations that struggle to access health services, such as adolescents and in New Zealand, Māori and Pasifika youth. Unfortunately engagement with digital therapies is poor; modularisation and gamification have potential to increase their appeal. Gamifying CBT involves selecting suitable interventions, adapting them to a digital format while applying gamification principles. We describe the design and development of Quest - Te Whitianga, an app that encourages the user to learn CBT skills via a series of activities and games. A variety of approaches including consultation with clinicians, reference to best-practice literature, focus groups and interactive workshops with youth were used to inform the co-design process. Clinicians worked iteratively with experienced game designers to co-create a youth CBT digital intervention. The Quest modular app is set on an ocean and the user travels between islands to learn six evidence-based skills. These include a relaxation/mindfulness activity, activity planning, a gratitude journal plus problem solving and communication skills training. We describe the theoretical and design aspects of each module detailing the gamified features that aim to increase user engagement. In the near future we will be testing the app and the principles discussed in this paper via a randomised-controlled trial.

Indexed as

ACT, acceptance and commitment therapyAdolescentCBT, cognitive behavioural therapycCBT, computerized cognitive behavioural therapyDigital cognitive behavioural therapyGamificationMental healthmHealth, mobile (device) healthSmartphone treatment

Identifiers

PMID31890633
PMCPMC6926322

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

None linked

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.