Evidence map›Paper›PMID 37477955›Full record

ArticleJMIR mental health2023

The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial.

Silja Litvin, Rob Saunders, Philip Jefferies, Hayley Seely, Patrick Pössel, Stefan Lüttke

Abstract read
In one paragraph

Article in JMIR mental health, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed, 3 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

13 citing papers in PubMed, 3 syntheses or guidelines pooled it.

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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

6 authors.

Silja LitvinDepartment Psychologie, Ludwig-Maximilians-Universität, München, Germany.ORCID https://orcid.org/0000-0003-1987-7403
Rob SaundersDivision of Psychology and Language Sciences, Clinical Education and Health Psychology, University College London, London, United Kingdom.ORCID https://orcid.org/0000-0002-7077-8729
Philip JefferiesResilience Research Centre, Faculty of Health, Dalhousie University, Halifax, NS, Canada.ORCID https://orcid.org/0000-0003-4477-9012
Hayley SeelyDepartment of Counseling and Human Development, College of Education and Human Development, University of Louisville, Kentucky, KY, United States.ORCID https://orcid.org/0000-0001-8049-7923
Patrick PösselDepartment of Counseling and Human Development, College of Education and Human Development, University of Louisville, Kentucky, KY, United States.ORCID https://orcid.org/0000-0002-5851-4253
Stefan LüttkeDepartment für Klinische Psychologie und Psychotherapie, Institute für Psychologie, Universität Greifswald, Greifswald, Germany.ORCID https://orcid.org/0000-0002-9194-276X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundWith many digital mental health interventions failing to engage clients for enough time to demonstrate substantive changes to their well-being and with only 2% of all digital solutions on app stores having undergone randomized controlled trials, the rising demand for mental health prevention and early intervention care is not being met. Young adults in particular struggle to find digital well-being apps that suit their needs.

objectiveThis study explored the effects of eQuoo, an evidence-based mental health game that teaches psychological skills through gamification, on resilience, depression, anxiety, and attrition in a student population.

methodsIn total, 1165 students from 180 universities in the United Kingdom participated in a 5-week, 3-armed randomized controlled trial. Participants were randomly allocated into 1 of 3 groups: eQuoo users, users of a treatment-as-usual evidence-based cognitive behavioral health app called Sanvello, and a no-intervention waitlist. The Rugged Resilience Scale, Generalized Anxiety Disorder-7, and Patient Health Questionnaire-8 were administered to all participants at baseline and every 7 days until completion.

resultsA repeated measures-ANOVA revealed statistically significant increases in resilience scores in the test group (P<.001) compared with both control groups (Sanvello: P=.10 and waitlist: P=.82) over 5 weeks. The app also significantly decreased anxiety and depression scores (both P<.001). With 64.5% (251/389) adherence, the eQuoo group retained 42% more participants than the control groups.

conclusionsDigital health interventions such as eQuoo are effective, scalable, and low-cost solutions for supporting young adults and are available on all leading mobile platforms. Further investigation could clarify the extent to which specific elements of the eQuoo app (including gamification) led to better outcomes.

trial registrationGerman Clinical Trials Register (DRKS) DRKS00027638; https://drks.de/search/en/trial/DRKS00027638.

Indexed as

anxietyappscollegecontrolled trialcontrolled trialsdepressiongamificationmental healthmHealthmobile gamemobile gamesmobile healthmobile phonerandomized controlled trialRCTresilienceserious gamestudentstudentsuniversityyoung adult

Identifiers

PMID37477955
PMCPMC10403802

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.