The Science of Gamification in Mental Health
- May 10, 2023
- 5 min read
Updated: May 11, 2023
Gamification, the application of game design principles to non-game contexts, has the potential to revolutionize the way we approach mental health support and interventions. In recent years, this innovative concept has garnered increasing attention for its transformative impact on various industries, including education, marketing, and healthcare (Deterding, Dixon, Khaled, & Nacke, 2011). By leveraging the power of game mechanics, such as rewards, goals, and competition, gamification aims to make self-care and mental health support more engaging, accessible, and effective for users. This article delves into the scientific basis of gamification in mental health, reviews the existing literature, and examines its potential implications for future interventions.
The Psychology of Gamification
At the core of gamification's effectiveness in mental health lies a deep understanding of human psychology. Several psychological principles underpin the success of gamified interventions, including intrinsic motivation, goal-setting and progress monitoring, social connection, and immediate feedback (Ryan, Rigby, & Przybylski, 2006). By tapping into these psychological drivers, gamified mental health apps can foster a sense of autonomy, competence, and belonging, leading to increased user engagement and motivation (Deci & Ryan, 2000).
The Impact of Gamified Mental Health Interventions
When applied thoughtfully, gamification has the potential to yield numerous benefits in the realm of mental health. Some of these advantages include:
Enhanced engagement: Gamified components make mental health support more appealing, leading to more frequent and consistent user engagement (Fleming, Bavin, Lucassen, Stasiak, Hopkins, & Merry, 2017). This consistency is crucial for cultivating healthy habits and fostering long-term improvements in mental well-being (Fogg, 2009).
Improved learning and skill development: Gamified mental health interventions can facilitate the acquisition and mastery of coping strategies, mindfulness practices, or cognitive-behavioral techniques through engaging, interactive activities (Chittaro & Sioni, 2014). By breaking complex concepts into smaller, manageable tasks, these interventions promote gradual skill development and empower users to take control of their mental health journey (Eichenberg, Grabmayer, & Green, 2016).
Increased motivation and commitment: Gamification nurtures a sense of achievement, competence, and autonomy, driving users to maintain their commitment to their mental health journey (Habgood & Ainsworth, 2011). As users witness their progress and accomplishments, they become more motivated to persist in working on their mental well-being and explore new challenges (Hamari, Koivisto, & Sarsa, 2014).
Accessibility and personalization: Gamified mental health interventions have the potential to cater to a wide audience, particularly young users who may lack prior exposure to mental health support (Fleming et al., 2017). Personalization features can ensure that each user's experience is tailored to their unique needs and preferences, maximizing the impact of the intervention on their mental health journey (Montenegro, da Costa, da Rosa Righi, 2019).
Existing Research and Applications:
Several studies have begun to explore the efficacy of gamified mental health interventions. A review by Lumsden et al. (2016) found evidence that gamification can enhance the effectiveness of mental health interventions, although the authors note the need for more rigorous research to establish causal links. Additionally, a study by Roepke et al. (2015) demonstrated that a gamified mobile app for depression led to significant improvements in users' mood and well-being.
Gamified mental health apps, such as SuperBetter (McGonigal, 2015) and Happify (Happify, Inc.), have already emerged in the market and garnered positive feedback from users. SuperBetter, for instance, is designed to help users build resilience, overcome life challenges, and improve their overall well-being by completing in-game tasks and quests. Happify, on the other hand, uses a combination of games, activities, and mindfulness techniques to help users reduce stress, anxiety, and negative thoughts.
Challenges and Future Directions
Despite the promise of gamified mental health interventions, several challenges remain. For one, the quality and effectiveness of existing apps can be highly variable, with some interventions lacking a strong evidence base (Torous, Nicholas, Larsen, Firth, & Christensen, 2018). Moreover, there is a need to ensure that gamified interventions are culturally sensitive, inclusive, and accessible to diverse user groups (Poushter, Bishop, & Chwe, 2018).
In conclusion, the science of gamification holds significant potential for revolutionizing mental health support and interventions. By leveraging the power of game design principles, gamified mental health apps can make self-care and mental health support more engaging, accessible, and effective for users. As research in this field continues to evolve, there is a need for more rigorous studies to establish the efficacy of these interventions and ensure their ethical, culturally sensitive, and inclusive design. By doing so, we can unlock the full potential of gamification in mental health and contribute to a healthier, happier society.
References:
Chittaro, L., & Sioni, R. (2014). Evaluating mobile apps for breathing training: The effectiveness of visualization. Computers in Human Behavior, 40, 56-63.
Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15.
Eichenberg, C., Grabmayer, G., & Green, N. (2016). Acceptance of serious games in psychotherapy: An inquiry into the stance of therapists and patients. Telemedicine and E-Health, 22(11), 945-951.
Fleming, T. M., Bavin, L., Lucassen, M., Stasiak, K., Hopkins, S., & Merry, S. N. (2017). Beyond the trial: Systematic review of real-world uptake and engagement with digital self-help interventions for depression, low mood, or anxiety. Journal of Medical Internet Research, 19(6), e199.
Fogg, B. J. (2009). A behavior model for persuasive design. Proceedings of the 4th International Conference on Persuasive Technology, 1-7.
Habgood, M. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences, 20(2), 169-206.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034.
Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016). Gamification of cognitive assessment and cognitive training: A systematic review of applications and efficacy. JMIR Serious Games, 4(2), e11.
McGonigal, J. (2015). SuperBetter: A revolutionary approach to getting stronger, happier, braver, and more resilient. New York, NY: Penguin Press.
Montenegro, J. L. Z., da Costa, C. A., da Rosa Righi, R. (2019). Survey of personalized mobile applications for mental health. IEEE Access, 7, 43549-43568.
Poushter, J., Bishop, C., & Chwe, H. (2018). Social media use continues to rise in developing countries but plateaus across developed ones. Pew Research Center.
Roepke, A. M., Jaffee, S. R., Riffle, O. M., McGonigal, J., Broome, R., & Maxwell, B. (2015). Randomized controlled trial of SuperBetter, a smartphone-based/internet-based self-help tool to reduce depressive symptoms. Games for Health Journal, 4(3), 235-246.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.
Schoneveld, E. A., Lichtwarck-Aschoff, A., & Granic, I. (2018). Preventing childhood anxiety disorders: Is an applied game as effective as a cognitive behavioral therapy-based program? Prevention Science, 19(2), 220-232.
Torous, J., Nicholas, J., Larsen, M. E., Firth, J., & Christensen, H. (2018). Clinical review of user engagement with mental health smartphone apps: Evidence, theory, and improvements. Evidence-Based Mental Health, 21(3), 116-119.



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