ArticleInternet interventions2019
Gamifying CBT to deliver emotional health treatment to young people on smartphones.
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.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
34 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Pooled it
- Expanding our understanding of digital mental health interventions for Indigenous youth: An updated systematic review.Journal of telemedicine and telecare · 2025Pooled it
- Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review.Frontiers in digital health · 2025Pooled it
- A Digital Cognitive-Physical Intervention for Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Trial
- Systematic Review: Culturally Tailored Digital Substance Use Prevention Interventions for Black Adolescents.JAACAP open · 2026Review
- Leveraging No-Code Digital Platforms for Designing an Integrated Smartphone-Based Ecological Momentary Intervention With Cognitive Behavioral Therapy for Mental Health Care: Development and Usability Study.JMIR formative research · 2025Article
- Policies, resource allocation, and interventions for child and adolescent mental health in low- and middle-income countries in the Western Pacific Region: a scoping review.The Lancet regional health. Western Pacific · 2025Review
- Online gaming and wellbeing among Pacific youth: a scoping review.Journal of the Royal Society of New Zealand · 2025Review
- Anything goes for participant, patient and public involvement in youth mental health research.JCPP advances · 2024Article
- No decision about me, without me: Collaborating with young people in mental health research.JCPP advances · 2024Article
- Afraid of the dentist? There's an app for that: Development and usability testing of a cognitive behavior therapy-based mobile app.PLOS digital health · 2024Article
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.JMIR serious games · 2024Article
- Scoping review of telehealth use by Indigenous populations from Australia, Canada, New Zealand, and the United States.Journal of telemedicine and telecare · 2024Article
- Digital technologies to support adolescents with depression and anxiety: review.BJPsych advances · 2023Review
- Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok's Millennials With Depressive Symptoms: Interdisciplinary Game Development.JMIR serious games · 2023Article
- Children and Young People's Involvement in Designing Applied Games: Scoping Review.JMIR serious games · 2023Article
- Human-Centered Design Approaches in Digital Mental Health Interventions: Exploratory Mapping Review.JMIR mental health · 2022Review
- Co-design for indigenous and other children and young people from priority social groups: A systematic review.SSM - population health · 2022Review
- Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study.JMIR formative research · 2022Article
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
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
Identifiers
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.