ArticleJMIR formative research2023
User-Centered Design of a Gamified Mental Health App for Adolescents in Sub-Saharan Africa: Multicycle Usability Testing Study.
Article in JMIR formative research, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.
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Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review.Frontiers in digital health · 2025Pooled it
- Effectiveness of Ecological Momentary Interventions on Pain, Mental Health, and Quality of Life in Individuals With Rheumatic Diseases: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of nursing management · 2025Pooled it
- Research Partnerships in Rural and Remote Virtual Health Innovation Projects: A Scoping Review.The Australian journal of rural health · 2026Article
- Designing and Evaluating Digital Mental Health Interventions: Scoping Review.JMIR mental health · 2026Article
- Peer Mentor Training and Supervision for a Digital Adolescent Depression Treatment in South Africa and Uganda: Mixed Methods Evaluation.JMIR mental health · 2026Article
- Using Generative AI to Co-Design Digital Mental Health Interventions With Adolescents in Rural South Africa: Qualitative Thematic Analysis of Participatory Workshops.Journal of medical Internet research · 2025Article
- Article
- Adolescents' and youths' perceived barriers and facilitators to engaging with digital mental health interventions for depression and anxiety: A scoping review.Internet interventions · 2025Review
- Individual and organizational outcomes of engaging peers in the cocreation of digital mental health interventions.Psychological services · 2025Article
- Clinical System for Mood Disorder Care in Córdoba, Colombia: Participatory Design and Scenario-Based Usability Evaluation Study.JMIR formative research · 2025Article
- Digital Health Interventions for Depression and Anxiety in Low- and Middle-Income Countries: Rapid Scoping Review.JMIR mental health · 2025Article
- Peer Perspectives on Challenges Encountered During a Multi-Site Digital Mental Health Intervention Project.Administration and policy in mental health · 2025Article
- A Bibliometric Analysis of Healthcare Intervention-Related Studies Reporting Patient and Public Involvement and Engagement.Healthcare (Basel, Switzerland) · 2025Review
- Developing and testing tele-support psychotherapy using mobile phones for depression among youth in Kampala district, Uganda: study protocol for a pilot randomized controlled trial.Frontiers in digital health · 2025Article
- A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study.JMIR serious games · 2024Article
- Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation.JMIR serious games · 2024Article
- Digital Mental Health Interventions for Adolescents in Low- and Middle-Income Countries: Scoping Review.Journal of medical Internet research · 2024Article
Corrections and comments
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Authors and funding
15 authors.
Funding
Abstract
backgroundThere is an urgent need for scalable psychological treatments to address adolescent depression in low-resource settings. Digital mental health interventions have many potential advantages, but few have been specifically designed for or rigorously evaluated with adolescents in sub-Saharan Africa.
objectiveThis study had 2 main objectives. The first was to describe the user-centered development of a smartphone app that delivers behavioral activation (BA) to treat depression among adolescents in rural South Africa and Uganda. The second was to summarize the findings from multicycle usability testing.
methodsAn iterative user-centered agile design approach was used to co-design the app to ensure that it was engaging, culturally relevant, and usable for the target populations. An array of qualitative methods, including focus group discussions, in-depth individual interviews, participatory workshops, usability testing, and extensive expert consultation, was used to iteratively refine the app throughout each phase of development.
resultsA total of 160 adolescents from rural South Africa and Uganda were involved in the development process. The app was built to be consistent with the principles of BA and supported by brief weekly phone calls from peer mentors who would help users overcome barriers to engagement. Drawing on the findings of the formative work, we applied a narrative game format to develop the Kuamsha app. This approach taught the principles of BA using storytelling techniques and game design elements. The stories were developed collaboratively with adolescents from the study sites and included decision points that allowed users to shape the narrative, character personalization, in-app points, and notifications. Each story consists of 6 modules ("episodes") played in sequential order, and each covers different BA skills. Between modules, users were encouraged to work on weekly activities and report on their progress and mood as they completed these activities. The results of the multicycle usability testing showed that the Kuamsha app was acceptable in terms of usability and engagement.
conclusionsThe Kuamsha app uniquely delivered BA for adolescent depression via an interactive narrative game format tailored to the South African and Ugandan contexts. Further studies are currently underway to examine the intervention's feasibility, acceptability, and efficacy in reducing depressive symptoms.
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