ArticleJMIR mental health2022
Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study.
Article in JMIR mental health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.
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Who cites it
13 citing papers in PubMed, 1 synthesis or guideline pooled it, 29 citations in OpenAlex.
- Bibliometric analysis of trends, innovations, and the future of CBT-based mobile interventions for depression.Frontiers in medicine · 2025Pooled it
- Gamified Feedback-Based Training System for Pediatric Asthma Inhaler Use: Mixed Methods Randomized Crossover Study.JMIR serious games · 2026Article
- Exploring the Use of Digital Technology to Support Health Behavior Change in Young People Under the Care of Complications of Excess Weight (CCEW) Clinics: Qualitative Patient-Centered Design Study.JMIR formative research · 2025Article
- Implementing a Digital Mental Health Intervention-the Lumi Nova App-to Support Children With Anxiety in Economically Disadvantaged Areas: Mixed Methods Study.Journal of medical Internet research · 2025Article
- mHealth Applications for Childhood Anxiety Disorders: Current Landscape, Challenges, and Future Directions.Current psychiatry reports · 2025Review
- Mechanisms underlying cognitive impairment and management strategies in type 2 diabetes.Frontiers in endocrinology · 2025Review
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.JMIR serious games · 2024Article
- Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain.JCO clinical cancer informatics · 2024Article
- Outcomes of Providing Children Aged 7-12 Years With Access to Evidence-Based Anxiety Treatment Via a Standalone Digital Intervention Using Immersive Gaming Technology: Real-World Evaluation.JMIR mental health · 2024Article
- Research Into Digital Health Intervention for Mental Health: 25-Year Retrospective on the Ethical and Legal Challenges.Journal of medical Internet research · 2024Article
- Smartphone-based serious games for mental health: a scoping review.Multimedia tools and applications · 2024Article
- An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.JMIR serious games · 2023Article
- Comparing the Effect of Music and Puzzle-Solving on Anxiety Before Surgery in Children: A Randomized Clinical Trial.Turkish archives of pediatrics · 2023Article
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Authors and funding
5 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundChildhood anxiety disorders are a prevalent mental health problem that can be treated effectively with cognitive behavioral therapy, in which exposure is a key component; however, access to treatment is poor. Mobile-based apps on smartphones or tablets may facilitate the delivery of evidence-based therapy for child anxiety, thereby overcoming the access and engagement barriers of traditional treatment. Apps that deliver therapeutic content via immersive gaming technology could offer an effective, highly engaging, and flexible treatment proposition.
objectiveIn this paper, we aim to describe a preliminary multi-method evaluation of Lumi Nova, a mobile app intervention targeting mild to moderate anxiety problems in children aged 7-12 years using exposure therapy delivered via an immersive game. The primary objective is to evaluate the effectiveness, user engagement and experience, and safety of the beta version of Lumi Nova.
methodsLumi Nova was co-designed with children, parents, teachers, clinicians, game industry experts, and academic partnerships. In total, 120 community-based children with mild to moderate anxiety and their guardians were enrolled to participate in an 8-week pilot study. The outcome measures captured the app's effectiveness (anxiety symptoms, child-identified goal-based outcomes, and functional impairment), user engagement (game play data and ease-of-use ratings), and safety (mood ratings and adverse events). The outcome measures before and after the intervention were available for 30 children (age: mean 9.8, SD 1.7 years; girls: 18/30, 60%; White: 24/30, 80%). Additional game play data were automatically generated for 67 children (age: mean 9.6, SD 1.53 years; girls: 35/67, 52%; White: 42/67, 63%). Postintervention open-response data from 53% (16/30) of guardians relating to the primary objectives were also examined.
resultsPlaying Lumi Nova was effective in reducing anxiety symptom severity over the 8-week period of game play (t
conclusionsThis preliminary study provides initial evidence that an immersive mobile game app may safely benefit children experiencing mild to moderate anxiety. It also demonstrates the value of the rigorous evaluation of digital interventions during the development process to rapidly improve readiness for full market launch.
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