ArticleWorld psychiatry : official journal of the World Psychiatric Association (WPA)2023
The role of gamification in digital mental health.
Article in World psychiatry : official journal of the World Psychiatric Association (WPA), 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers, 1 of them a synthesis 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
23 citing papers in PubMed, 1 synthesis or guideline pooled it.
- The Application of Gamification in Children's Oral Health Management: Systematic Review.Journal of medical Internet research · 2025Pooled it
- A Digital Behavioral Health Game for Adolescent Mental Health: A Prespecified Secondary Analysis of a Randomized Clinical Trial.JAMA network open · 2026Trial
- Developing and Evaluating Guidelines to Prevent Overdependence on Digital Therapeutics in Children and Adolescents: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- Efficacy of an internet-based, therapist-guided cognitive behavioral therapy intervention for adolescents and young adults with body dysmorphic disorder: a randomized controlled trial.BMC psychiatry · 2025Trial
- The ACE of Hearts Serious Game for Young People With Adverse Childhood Experiences: Experience-Based Co-Design and Agile Development Study.JMIR serious games · 2026Article
- Application of gamified interventions in children with type 1 diabetes: a scoping review.BMC pediatrics · 2026Article
- A Self-Guided Web-Based Transdiagnostic Mental Health Program for People With Intellectual Disability: Single-Arm Trial.JMIR formative research · 2026Article
- Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being.Internet interventions · 2026Article
- The effect of virtual reality technology use on satisfaction with training matches for university basketball players: a mediated chain effect of self-efficacy and sport engagement.Frontiers in psychology · 2026Article
- Nationwide Implementation of Unguided Cognitive Behavioral Therapy for Adolescent Depression: Observational Study of SPARX.Journal of medical Internet research · 2025Observational
- Therapy Companion Mobile App for Acceptance and Commitment Therapy Exercises (ACTaide): Therapist and Client Co-Design Study.JMIR formative research · 2025Article
- Digital Mental Health Interventions for Adolescents and Young People: Evaluating Efficacy and Accessibility.Cureus · 2025Review
- Expert and Interdisciplinary Analysis of AI-Driven Chatbots for Mental Health Support: Mixed Methods Study.Journal of medical Internet research · 2025Article
- Current limitations in technology-based cognitive assessment for severe mental illnesses: a focus on feasibility, reliability, and ecological validity.Frontiers in behavioral neuroscience · 2025Review
- Apps and Digital Resources for Child Neurodevelopment, Mental Health, and Well-Being: Review, Evaluation, and Reflection on Current Resources.Journal of medical Internet research · 2025Review
- A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly.International journal of circumpolar health · 2024Article
- How do gamified digital therapeutics work on obesity self-management?Metabolism open · 2024Review
- A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study.JMIR serious games · 2024Article
- Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review.BMC public health · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
PubMed holds no abstract for this paper.
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.