Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial

Silja Litvin, Rob Saunders, Markus A Maier, Stefan Lüttke, Silja Litvin, Rob Saunders, Markus A Maier, Stefan Lüttke

Abstract

Forty percent of all general-practitioner appointments are related to mental illness, although less than 35% of individuals have access to therapy and psychological care, indicating a pressing need for accessible and affordable therapy tools. The ubiquity of smartphones offers a delivery platform for such tools. Previous research suggests that gamification-turning intervention content into a game format-could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control conditions. Differences between conditions on changes in personal growth, anxiety and psychological wellbeing, as well as differences in attrition rates, were also assessed. The eQuoo app was developed and published on all leading mobile platforms. The app educates users about psychological concepts including emotional bids, generalization, and reciprocity through psychoeducation, storytelling, and gamification. In total, 358 participants completed in a 5-week, 3-armed (eQuoo, "treatment as usual" cognitive behavioral therapy journal app, no-intervention waitlist) randomized controlled trial. Relevant scales were administered to all participants on days 1, 17, and 35. Repeated-measures ANOVA revealed statistically significant increases in resilience in the test group compared with both control groups over 5 weeks. The app also significantly increased personal growth, positive relations with others, and anxiety. With 90% adherence, eQuoo retained 21% more participants than the control or waitlist groups. Intervention delivered via eQuoo significantly raised mental well-being and decreased self-reported anxiety while enhancing adherence in comparison with the control conditions. Mobile apps using gamification can be a valuable and effective platform for well-being and mental health interventions and may enhance motivation and reduce attrition. Future research should measure eQuoo's effect on anxiety with a more sensitive tool and examine the impact of eQuoo on a clinical population.

Conflict of interest statement

I have read the journal's policy and the authors of this manuscript have the following competing interests: I, Silja Litvin, am the majority shareholder of the company PsycApps Limited, which developed eQuoo, the game used in the test group for this trial. The corresponding authors have no other conflicts of interest associated with this publication, and there has been no significant financial support for this work that could have influenced its outcome. This does not alter our adherence to PLOS ONE policies on sharing data and materials.

Figures

Fig 1. CONSORT flow diagram for a…
Fig 1. CONSORT flow diagram for a 3-arm study.
Fig 2. ARM results at each time…
Fig 2. ARM results at each time period.
Fig 3. RPRS scores at each time…
Fig 3. RPRS scores at each time point.
Fig 4. PGIS scores at each time…
Fig 4. PGIS scores at each time point.
Fig 5. Anxiety scores at each time…
Fig 5. Anxiety scores at each time point.
Fig 6. Percentage of participants who submitted…
Fig 6. Percentage of participants who submitted questionnaire responses at each time point.

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