Evidence map›Paper›PMID 42358651›Full record

ArticleJMIR XR and spatial computing2026

Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study.

Mahlet Misrak Argaw, Nuru Jingili, Solomon Sunday Oyelere, Markus B T Nyström

Abstract read
In one paragraph

Article in JMIR XR and spatial computing, 2026. 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
–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

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

4 authors.

Mahlet Misrak ArgawDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Forskargatan 1, Skellefteå, 93177, Sweden, 46 0910585317.ORCID https://orcid.org/0009-0004-4384-7743
Nuru JingiliDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Forskargatan 1, Skellefteå, 93177, Sweden, 46 0910585317.ORCID https://orcid.org/0000-0002-6265-1074
Solomon Sunday OyelereDepartment of Computer Science, Electrical and Space Engineering, Luleå University of Technology, Forskargatan 1, Skellefteå, 93177, Sweden, 46 0910585317.ORCID https://orcid.org/0000-0001-9895-6796
Markus B T NyströmDepartment of Health, Education and Technology Division, Luleå University of Technology, Luleå, Sweden, Luleå, Sweden.ORCID https://orcid.org/0000-0002-0536-2890

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Anxiety-related symptoms are prevalent and can negatively affect concentration, motivation, and overall well-being. Traditional treatments such as cognitive behavioral therapy and medication work well for clinical anxiety disorders. However, individuals with anxiety often struggle with access, adherence, and staying engaged in treatment. Emerging technologies such as virtual reality (VR) and gamification offer new opportunities to enhance user engagement and motivational processes within digital mental health applications. Objective: This study introduces Methods: A pilot experimental study was conducted with 50 participants aged 18 to 39 years recruited from the general population in northern Sweden. Participants were randomly assigned to either a gamified or nongamified version of the Results: Participants using the gamified VR version demonstrated higher engagement and immersion than those using the nongamified version. The gamified group reached higher in-game levels overall, with a greater proportion of participants reaching level 3 (17/25, 68% vs 8/25, 32%), and reported higher recommendation scores (mean 4.20, SD 0.76 vs 3.36, SD 0.86). Significant group differences were observed for overall flow ( Conclusions: Integrating gamification into a VR environment significantly enhanced user engagement, focus, and immersion in this pilot sample. These findings provide preliminary evidence that gamified VR design elements can positively influence user experience outcomes. Further research incorporating longitudinal designs and clinical outcome measures is needed to determine potential relevance.

Indexed as

adultanxietycontrolled trialdisorderGADgamegamificationgeneralized anxiety disorderhuman-computer interactionmental healthpersuasive technologyquestionnairerandomizedrandomized controlled trialRCTuser-centered designvirtual realityVRyoung adults

Identifiers

PMID42358651
PMCPMC13293477

What OpenQuestion holds

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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.