Trial reportPloS one2020
Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial.
Trial report in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04633070 (Use of Gamification in Health Apps for Lifestyle Intervention), which is not on this map. Cited by 60 papers, 8 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.
Use of Gamification in Health Apps for Lifestyle Intervention: A Systematic Review
Who cites it
60 citing papers in PubMed, 8 syntheses or guidelines pooled it, 165 citations in OpenAlex.
- Stress management interventions for university students in low-and middle-income countries: a systematic review and meta-analysis.Frontiers in digital health · 2025Pooled it
- Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT-A Systematic Review.Medicina (Kaunas, Lithuania) · 2024Pooled it
- Differential attrition and engagement in randomized controlled trials of occupational mental health interventions in person and online: A systematic review and meta-analysis.Scandinavian journal of work, environment & health · 2024Pooled it
- Effects of Mobile Mindfulness Meditation on the Mental Health of University Students: Systematic Review and Meta-analysis.Journal of medical Internet research · 2023Pooled it
- The impact of Exergames on emotional experience: a systematic review.Frontiers in public health · 2023Pooled it
- Digital training for building resilience: Systematic review, meta-analysis, and meta-regression.Stress and health : journal of the International Society for the Investigation of Stress · 2022Pooled it
- Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review.Journal of medical Internet research · 2022Pooled it
- Data Missing Not at Random in Mobile Health Research: Assessment of the Problem and a Case for Sensitivity Analyses.Journal of medical Internet research · 2021Pooled it
- Efficacy of a self-guided online resilience intervention for improving mental health among university students: A randomized controlled trial.Scientific reports · 2026Trial
- Developing and Evaluating Guidelines to Prevent Overdependence on Digital Therapeutics in Children and Adolescents: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- Navigating life's challenges: A randomized 6-week online intervention study to enhance resilience in working-age adults.Applied psychology. Health and well-being · 2025Trial
- A mobile app-based intervention improves anthropometry, body composition and fitness, regardless of previous active-inactive status: a randomized controlled trial.Frontiers in public health · 2024Trial
- 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
- A Neurosurgeon's Guide to Mobile Health Application Development With a Case Study for Cervical Myelopathy.Neurosurgery · 2026Article
- Article
- Grandad forgot my name: interactive narratives for dementia support.Primary health care research & development · 2026Article
- Joy to the Rehabilitation World: A Call to Incorporate Enjoyment Into Clinical Practice.Journal of patient-centered research and reviews · 2026Article
- Preliminary Findings From an Augmented Reality (AR) App Delivering Recovery-Oriented Cognitive Therapy for Negative Symptoms in Schizophrenia.Early intervention in psychiatry · 2026Article
- The Effects of Computerized Cognitive Training via Tablet and Computer Platforms on Cognitive Function in Patients with Mild Cognitive Impairment: A Systematic Review and Meta-Analysis.Behavioral sciences (Basel, Switzerland) · 2025Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 3 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a pressing need for accessible and affordable therapy tools. The ubiquity of smartphones offers a delivery platform for such tools. Previous research suggests that gamification-turning intervention content into a game format-could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control conditions. Differences between conditions on changes in personal growth, anxiety and psychological wellbeing, as well as differences in attrition rates, were also assessed. The eQuoo app was developed and published on all leading mobile platforms. The app educates users about psychological concepts including emotional bids, generalization, and reciprocity through psychoeducation, storytelling, and gamification. In total, 358 participants completed in a 5-week, 3-armed (eQuoo, "treatment as usual" cognitive behavioral therapy journal app, no-intervention waitlist) randomized controlled trial. Relevant scales were administered to all participants on days 1, 17, and 35. Repeated-measures ANOVA revealed statistically significant increases in resilience in the test group compared with both control groups over 5 weeks. The app also significantly increased personal growth, positive relations with others, and anxiety. With 90% adherence, eQuoo retained 21% more participants than the control or waitlist groups. Intervention delivered via eQuoo significantly raised mental well-being and decreased self-reported anxiety while enhancing adherence in comparison with the control conditions. Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition. Future research should measure eQuoo's effect on anxiety with a more sensitive tool and examine the impact of eQuoo on a clinical population.
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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.