Evidence map›Paper›PMID 40163852›Full record

ArticleJMIR serious games2025

Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study.

Mark Hewko, Vincent Gagnon Shaigetz, Michael S Smith, Elicia Kohlenberg, Pooria Ahmadi, Maria Elena Hernandez Hernandez, Catherine Proulx, Anne Cabral, Melanie Segado, Trisha Chakrabarty and 1 more

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed, 1 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

5 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Article
  4. Review
  5. Article
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

11 authors.

Mark HewkoNational Research Council, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0002-2039-2289
Vincent Gagnon ShaigetzNational Research Council, Boucherville, QC, Canada.ORCID https://orcid.org/0000-0002-8038-6366
Michael S SmithNational Research Council, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0002-1952-3616
Elicia KohlenbergNational Research Council, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0001-8546-5007
Pooria AhmadiDepartment of Psychiatry, Faculty of Medicine, University of British Columbia, Vancouver, BC, Canada.ORCID https://orcid.org/0000-0001-9050-9844
Maria Elena Hernandez HernandezDepartment of Psychiatry, Faculty of Medicine, University of British Columbia, Vancouver, BC, Canada.ORCID https://orcid.org/0000-0002-0352-9538
Catherine ProulxNational Research Council, Boucherville, QC, Canada.ORCID https://orcid.org/0000-0002-1776-2082
Anne CabralNational Research Council, Boucherville, QC, Canada.ORCID https://orcid.org/0000-0001-6453-8465
Melanie SegadoNational Research Council, Boucherville, QC, Canada.ORCID https://orcid.org/0000-0001-7862-6749
Trisha Chakrabarty *Department of Psychiatry, Faculty of Medicine, University of British Columbia, Vancouver, BC, Canada.ORCID https://orcid.org/0000-0002-2262-8697
Nusrat Choudhury *National Research Council, Boucherville, QC, Canada.ORCID https://orcid.org/0000-0003-3364-8594

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundIn collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital intervention, there is a need to determine the effective components and clinical relevance using systematic methodologies. From an implementation perspective, the effectiveness of digital intervention delivery is challenged by low uptake and high noncompliance rates. Gamification may play a role in addressing this as it can boost adherence. However, careful consideration is required in its application to promote user motivation intrinsically.

objectiveWe aimed to address these challenges through an iterative process for development that involves co-design for developing content as well as in the application of gamification while also taking into consideration behavior change theories. This effort followed the methodological framework guidelines outlined by an international working group for development of VR therapies.

methodsIn previously reported work, we collected qualitative data from patients and care providers to understand end-user perceptions on the use of VR technologies for cognitive remediation, reveal insights on the drivers for behavior change, and obtain suggestions for changes specific to the VR program. In this study, we translated these findings into concrete representative software functionalities or features and evaluated them against behavioral theories to characterize gamification elements in terms of factors that drive behavior change and intrinsic engagement, which is of particular importance in the context of cognitive remediation. The implemented changes were formally evaluated through user trials.

resultsThe results indicated that feedback from end users centered on using gamification to add artificial challenges, personalization and customization options, and artificial assistance while focusing on capability as the behavior change driver. It was also found that, in terms of promoting intrinsic engagement, the need to meet competence was most frequently raised. In user trials, bWell-D was well tolerated, and preliminary results suggested an increase in user experience ratings with high engagement reported throughout a 4-week training program.

conclusionsIn this paper, we present a process for the application of gamification that includes characterizing what was applied in a standardized way and identifying the underlying mechanisms that are targeted. Typical gamification elements such as points and scoring and rewards and prizes target motivation in an extrinsic fashion. In this work, it was found that modifications suggested by end users resulted in the inclusion of gamification elements less commonly observed and that tend to focus more on individual ability. It was found that the incorporation of end-user feedback can lead to the application of gamification in broader ways, with the identification of elements that are potentially better suited for mental health domains.

Indexed as

clinical psychologycognitive assessmentcognitive rehabilitationcognitive remediationcognitive trainingdigital therapeuticsmental healthneuropsychologyvirtual reality

Identifiers

PMID40163852
PMCPMC11997539

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.