Evidence map›Paper›PMID 35238795›Full record

ArticleJMIR formative research2022

A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study.

Evelien Dietvorst, Michelle A Aukes, Jeroen S Legerstee, Annabel Vreeker, Micah M Hrehovcsik, Loes Keijsers, Manon H J Hillegers

Abstract read
In one paragraph

Article in JMIR formative research, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers, 5 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
16citing papers in PubMed, 5 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

16 citing papers in PubMed, 5 syntheses or guidelines pooled it.

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  14. Promoting Daily Well-being in Adolescents using mHealth.Journal of youth and adolescence · 2022
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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

7 authors.

Evelien Dietvorst *Department of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0002-7353-9539
Michelle A Aukes *Department of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0002-2803-1111
Jeroen S LegersteeDepartment of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0001-6793-1123
Annabel VreekerDepartment of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0003-2227-1234
Micah M HrehovcsikInnovation Studio, HKU University of the Arts Utrecht, Utrecht, Netherlands.ORCID https://orcid.org/0000-0002-2676-8013
Loes KeijsersErasmus School of Social and Behavioural Sciences, Department of Psychology, Education & Child Studies, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0001-8580-6000
Manon H J HillegersDepartment of Child and Adolescent Psychiatry/Psychology, Erasmus MC Sophia Children's Hospital, Erasmus University Medical Center, Rotterdam, Netherlands.ORCID https://orcid.org/0000-0003-4877-282X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundAnxiety and mood problems in adolescents often go unnoticed and may therefore remain untreated. Identifying and preventing the development of emotional problems requires monitoring and effective tools to strengthen adolescents' resilience, for example, by enhancing coping skills.

objectiveThis study describes the developmental process, feasibility, and acceptance of Grow It!, a multiplayer serious game app for adolescents aged 12-25 years. The app consists of the experience sampling method (ESM) to monitor thoughts, behaviors, and emotions in daily life to enhance self-insight and daily cognitive behavioral therapy-based challenges to promote adaptive coping.

methodsOur approach entails an iterative game design process combined with an agile method to develop the smartphone app. The incorporated game features (ie, challenges, chat functionality, and visual representation) in the Grow It! app were co-designed with adolescent end users to increase participant engagement and adherence.

resultsThe Grow It! app was delivered for Android and iOS in May 2020. Grow It! was offered to adolescents during the COVID-19 crisis between May and December 2020. Participants of the Grow It! COVID-19 study (sample 1: N=685; mean age 16.19, SD 3.11 years; 193/685, 28.2% boys; sample 2: N=1035; mean age 18.78, SD 3.51 years; 193/1035, 18.64% boys) completed 31.5% (13.2/42) to 49.5% (10.4/21) of challenges. Compliance of ESM was suboptimal (35.1/210, 16.7% to 32.5/105, 30.9%). Follow-up questionnaires indicated an overall score of the app of 7.1 out of 10. Moreover, 72.6% (278/383) to 75.6% (487/644) would recommend the app to friends.

conclusionsTo our knowledge, Grow It! is the first gamified ESM app that both measures individual differences in emotional dynamics and offers an integrated cognitive behavioral therapy-based intervention. Our findings support the feasibility and acceptance, and therefore applicability, of the Grow It! app in adolescents. Further iterations of this serious game app will focus on the increase of compliance and on providing participants feedback through their personal mood profiles.

Indexed as

adolescentsapp developmentCBTdepressiondigital healthecological momentary assessmentEMAgame designhigh riskinternalizing problemsmHealthmobile healthmobile phoneserious game

Identifiers

PMID35238795
PMCPMC8931650

What OpenQuestion holds

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LicenceCC BY
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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.