Evidence map›Paper›PMID 40453421›Full record

ArticleDialogues in health2025

Applying user-centred techniques and expert feedback to refine an AI-based app for addressing mobile gaming addiction in adolescents.

Anna Khoziasheva

Abstract read
In one paragraph

Article in Dialogues in health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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

What it found

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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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

1 author.

Anna KhoziashevaUral Federal University named after the first President of Russia B.N.Yeltsin, Yekaterinburg, Russia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: The prevalent use of smartphones has contributed to a rise in mobile gaming addiction, especially in young people. This study aimed to describe the design of an enhanced version of the AI-based mGaming Wellness mobile app, to support young individuals in developing healthy mobile gaming habits. Methods: The study utilised a 4-phased methodology, based on user-centred design principles, the Mobile App Rating Scale, a focus group and in-depth interviews with the app's target audience, and a think-aloud method. Results: The first round of refinement of mGaming Wellness, guided by input from an expert panel, focused on enhancing engagement and information quality. Feedback led to the identification of 5 key components for digital interventions, including mood and sleep trackers, a statistics dashboard, and educational modules tailored to young users' needs. Subsequent user research prompted the simplification of mood trackers and adjustments in educational content to align closely with adolescents' experiences. Usability testing of a high-fidelity prototype highlighted the app's ease of use and identified areas for further improvement, particularly in understanding how to reduce gaming time and effectively manage gaming-related notifications. The refined mGaming Wellness app can be a valuable resource for mental health professionals, educators, and youngsters seeking support with problematic mobile gaming or interested in building healthy digital habits. Discussion: The findings advocate for the user-centred techniques in developing digital health interventions, contributing valuable input for research in mental health app development targeted at adolescents. Future research will evaluate the app's effectiveness in reducing problematic gaming behaviour.

Indexed as

Artificial intelligenceGaming addictionInternet gaming disordermHealthmHealth appMobile gaming disorderOnline gaming

Identifiers

PMID40453421
PMCPMC12124632

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.