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Table 2 Characteristics of included studies

From: Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review

Reference

Study design/ Number and time of follow-ups

Country

Sample1 and drop-outs

Game-based elements

Duration

Intervention

Bostock et al. (2019) [15]

RCT / 2 (after 8 weeks, after 9–11 weeks)

United Kingdom

Age: M = 35.5 (23–61 years)

Intervention group (n = 128):

Female sex: 60.2%

Drop-out: 18.0%

Control group (n = 110):

Female sex: 58.2%

Drop-out: 26.4%

Handling of drop-outs:

Per protocol analysis

- Reward

- Progress

- Surprise

- Sensation2

8 weeks

Intervention group:

- Participants had 8 weeks to use the app “HeadSpace” with 45 meditation sessions. One session should be completed each day. A weekly reminder was sent from the research team

Wait-list group:

- The control group was once sent a link to an online advice for work stress from the NHS

Champion et al. (2018) [23]

RCT / 2 (afterday 10, after day 30)

United Kingdom

Intervention group (n = 38):

Age: M = 40.2

Female sex: 44.8%

Drop-out: 23.7%

Control group (n = 36):

Age: M = 38.2

Female sex: 72.7%

Drop-out: 8.3%

Handling of drop-outs:

Intention-to-treat analysis + complete case analysis

- Reward

- Progress

- Surprise

- Sensation2

30 days

Intervention group:

- Participants had 30 days access to the self-guided mindfulness meditation app and were encouraged to use the app for 10–20 min daily. 3 levels with 10 sessions to be completed each. Further, e-mails were sent with questionnaires and notes to encourage them to continue

Wait-list group:

- Participants received only the questionnaires and follow-up emails informing them that they would have access to the app after 30 days

Collins et al. (2019) [24]

Experimental and field study with randomization/ 2 (after presentation of task/after break activity, after 10 min or 5 days past intervention)

United Kingdom

Study 1 (n = 45)

Age: 19–36 years

Female sex: 57.8%

Drop-out: 8.9% (due to technical issue)

Study 2 (n = 20)

Age: 19–58 years

Female sex: 60.0%

Drop-out: No information

Handling of drop-outs:

No information on numbers of participants at intervention and control group

Per-protocol analysis

- Reward

- Progress

- Surprise

- Sensation2

Study 1:

10 min for the intervention

Study 2:

5 days

Study 1:

Intervention group (Mindfulness app):

- Participants used a 10 min mindfulness exercise from HeadSpace during their 10 min break

Control group:

- Participants played Block! Hexa Puzzle during their 10 min break

Control group:

- Participants were just sitting in a room and resting, and could use the toy called fidget spinner during their 10 min break

Study 2:

The same tasks were for the digital games group and the mindfulness app group as in study 1, except that participants had to do their after-work break activity for 10 min every 5 days. A daily email reminder was sent. No other control group was included

Costa et al. (2018) [25]

RCT / 1

Portugal

Intervention group (n = 20):

Age: M = 73

Female sex: 50.0%

Comparison group (n = 20):

Age: M = 69

Female sex: 60.0%

Control group (n = 20):

Age: M = 69

Female sex: 65.0%

Handling of drop-outs:

No drop-outs

- Challenges

- Storytelling

- Social sharing

- Sensation

6 weeks

Intervention group:

- Participants first tested the Game-Based Learning Program (GBLP) which includes a set of missions related to physical and cognitive activity by travelling to Hizen, 1709. Further, mini-games could be played. In the second part, they used a computer-assisted platform (CAP) with videos on cognitive activity, nutrition, or human security topics. At the end, users could share their progress and daily life missions

Comparison group:

- Same intervention as in the intervention group, just the other way around

Wait-list group:

- No intervention

Deady et al. (2022) [26]

RCT / 3(after 5 weeks, after 3 months, after 12 months)

Australia

Intervention group (n = 1,131):

Age: M = 40.2 (18–78 years)

Female sex: 27.6%

Drop-out: 0.3%

Control group (n = 1,144):

Age: M = 40.3 (18–68 years)

Female sex: 24.0%

Drop-out: 0.1%

Handling of drop-outs:

Intention-to-treat analysis

- Challenges

30 days

Intervention group:

- Participants had 30 days of access to the behavioural activation and mindfulness-based app HeadGear. They needed to complete 5–10 min challenges per day

Control group:

- Participants used for 30 days an app similar to HeadGear, which includes a risk calculator and mood tracker

Economides et al. (2018) [27]

RCT / 1 (after 1–2 months)

-

Age: 18–49 years

Intervention group (n = 41):

Female sex: 63.4%

Control group (n = 28):

Female sex: 53.6%

Handling of drop-outs:

No detailed information on drop-outs stratified by intervention vs. control. Overall drop-out 27.5%

Per-protocol analysis

- Reward

- Progress

- Surprise

- Sensation2

1 month

Intervention group:

- Participants had one month of access to the app HeadSpace and needed to complete the first 10 introductory sessions including an introduction to meditation and breath awareness or body scanning techniques

Control group:

- Participants had one month of access to 10 audiobook sessions from the Headspace Guide to Meditation and Mindfulness through the HeadSpace app

Firestone et al. (2018) [28]

cRCT / 1 (after 12 weeks)

New Zealand

Age: ≥ 18 years

Intervention group (n = 389):

Female sex: 65.8%

Control group (n = 405):

Female sex: 65.2%

Handling of drop-outs:

No information on drop-outs

Per-protocol analysis

- Goal

- Reward

- Progress

- Social sharing

12 weeks

Intervention group:

- Participants had 12 weeks of access to the OL@-OR@ m-Health program

Comparison group:

- Participants received a control version of the OL@-OR@ tool which was similar in visual design but that only collected baseline and outcome data

Flett et al. (2019) [29]3

RCT / 2(t1 = after 10 days, t2 = after 30 days)

New Zealand

Age: M = 20.1 (18–49 years)

Intervention group (n = 72)

Drop-out at t1: 0%

Drop-out at t2: 7.0%

Comparison group (n = 63)

Drop-out at t1: 0%

Drop-out at t2: 8.0%

Control group (n = 75)

Drop-out at t1: 2.8%

Drop-out at t2: 10.7%

Handling of drop-outs:

Per-protocol analysis

- Reward

- Progress

- Surprise

- Sensation2

10 days, up to 40 days

Intervention group (HeadSpace):

- Participants needed to complete the introductory level over 10 days. After that, they could continue using the app for 30 more days

Comparison group (Smiling Mind):

- Participants received the Smiling Mind app with the “For adults” program for 10 min each day over 10 days and could continue using the app for a further 30 days. The program included practices like mindful breathing, body scan, or sitting meditation

Control group:

- Participants used 40 days the app Evernote while they needed to write down all the things they can remember doing on this day last week for 10 min every day for 10 days

Howells et al. (2016) [30]

RCT / 1 (after 10 days)

11 countries (including Australia, USA, Poland, Switzerland, Malta, Sweden,

and Singapore; with no information on further countries)

Intervention group (n = 97):

Age: M = 39.7

Female sex: 85.6%

Drop-out: 41.3%

Control group (n = 97):

Age: M = 40.9

Female sex: 90.7%

Drop-out: 34.1%

Handling of drop-outs:

Per-protocol analysis

- Reward

- Progress

- Surprise

- Sensation2

10 days

Intervention group:

- Participants needed to follow the daily mindfulness exercises feature of the ‘‘Take 10’’ (introductory level) program for 10 min a day over 10 days

Control group:

- Participants used the list-making app Catch notes and needed to use the checklist function to ‘create an outline of what they did on this day last week’ for 10 min a day over 10 days

Keeman et al. (2017) [31]4

Experimental study with randomization/ 1 (after 1 week)

New Zealand

Age: M = 21.5

Intervention group (n = 32):

Female sex: 75.0%

Control group (n = 28):

Female sex: 71.4%

Handling of drop-outs:

No drop-outs, but removal of 10 participants from analysis (5 for intervention and 5 for control group)

- Levels

- Rewards

- Leaderboard

1 week

Intervention group:

- Participants were required to play the Wellbeing Game every day for seven days. This game contains its own logged activities, primary psychosocial interventions, secondary interventions and different coping strategies

Wait-list group:

- Participants did not receive any intervention during those 7 days. They just had to complete the survey and an image task at the beginning and after one week (the same as the control condition)

Kelders et al. (2018) [32]2,5

RCT / 1 (after 12 weeks)

Nether-lands

Intervention group (n = 39):

Age: M = 23.4

Female sex: 71.8%

Drop-out: 0%

Control group (n = 36):

Age: M = 22.2

Female sex: 58.3%

Drop-out: 2.8% (due to technical issue)

Handling of drop-outs:

Per-protocol analysis

- Challenges

- Rewards

- Progress

- Avatar

- Storytelling/

Narration

- Sensation

12 weeks

Intervention group:

- Participants have 12 weeks of access to the self-guided “This is your life” web-based positive psychology intervention, which included 8 lessons with approximately 5 exercises within 2 challenges

Comparison group:

- Participants received the same intervention but the layout and wording differed from the intervention group so that it was non-gamified

Litvin et al. (2020) [33]

RCT / 2 (after 17 days, after 35 days)

United Kingdom

Age: 16 years or older Intervention group (n = 135):

Female sex: 44.4%

Drop-out: 39.2%

Control group (n = 89):

Female sex: 29.2%

Drop-out: 67.0%

Wait-list group (n = 130):

Female sex: 41.5%

Drop-out: 40.4%

Handling of drop-outs:

Per-protocol (complete case) analysis

- Challenges

- Rewards

- Level

- Avatar

- Storytelling/

Narration

5 weeks

Intervention group:

- Participants used the App “eQuoo” and had to complete 5 levels in 5 weeks. They learned two skills at each level from CBT, positive psychology and systematic therapies

Control group:

- Participants used the App “CBT Thought Diary”, which is based on CBT and positive psychology. They had to complete a mood diary and do typical CBT exercises

Wait-list group:

- Participants answered the questionnaires that each group had was required to answer without receiving an intervention

Myers et al (2017) [34]

RCT / 2 (t1 = after 30 days, t2 = after 60 days)

USA

Intervention group (n = 237):

Age: M = 41.58

Female sex: 75.1%

Drop-out at t1: 41.0%

Drop-out at t2: 46.9%

Control group (n = 242):

Age: M = 41.93

Female sex: 76.9%

Drop-out at t1: 32.6%

Drop-out at t2: 33.5%

Handling of drop-outs:

Intention-to-treat analysis + complier analysis

- Challenges

- Progress

- Social

sharing

- Sensation

30 days

Intervention group:

- Participants had access to 152 challenges designed to increase well-being

Control group:

- Participants had access to a website with numerous links on the topic of well-being

Przybylko et al. (2021) [35]

RCT / 2 (after 12, after 24 weeks)

Australia

Intervention group (n = 255):

Age: M = 49.5

Female sex: 69.8%

Drop-out: 37.6%

Control group (n = 253):

Age: M = 45.4

Female sex: 73.3%

Drop-out: 36.0%

Handling of drop-outs:

Per-protocol analysis

- Challenges

- Rewards

- Leaderboard

- Social sharing

- Sensation

10 weeks

Intervention group:

- Participants were given access to “The Live More Project” or “Te Lift Project”. In each weekly session, users viewed 1 out of 10 topic base learning videos and completed daily and weekly challenges

Wait-list group:

- Participants were placed on a waitlist without access to the intervention

Routledge et al. (2021) [36]

RCT / 1 (after 4 weeks)

Australia

Intervention group (n = 170):

Age: M = 42.6

Female sex: 66.5%

Control group (n = 182):

Age: M = 42.9

Female sex: 67.0%

Handling of drop-outs:

No detailed information on drop-outs stratified by intervention vs. control available. Therefore, presented sample sizes refer to the samples being analyzed

Overall drop-out 53.8%

Intention-to treat analysis + Per-protocol analysis

- Progress

4 weeks

Intervention group:

- Participants were given access to “MyBrainSolutions” which includes online games addressing cognitive and emotional performance. Users needed to play 2–3 times a week for 20–30 min

Wait-list group:

- Participants were placed on a waitlist without access to the intervention

Schakel et al. (2020) [37]

RCT / 2 (after 6–7 weeks, after 10 weeks)

Nether-lands

Intervention group (n = 35):

Age: M = 22.5

Female sex: 0%

Drop-out: 17.2%

Control group (n = 34):

Age: M = 22.9

Female sex: 0%

Drop-out: 8.9%

Handling of drop-outs:

Per-protocol analysis

- Goals

- Storytelling/

Narration

6 weeks

Intervention group:

- Participants received a guided ICBT intervention for 6 weeks, which contained 6 modules guided by a therapist. Additionally, users played a serious game (Ivanovna©) that included comparable modules as the guided intervention

Control group:

- Participants did not receive any intervention

  1. RCT Randomized control trial, cRCT Cluster randomized control trial, M Median, f Female, m Male, CBT Cognitive behavioural therapy, ICBT Internet-based cognitive behavioural therapy
  2. 1Numbers of participants refer to the time of randomization
  3. 2Information taken from [38, 39]
  4. 3In this case only the HeadSpace group is identified as the intervention group because of gamified elements
  5. 4Only results from the real-life experiment are reported because Study 2 has no control group
  6. 5This study reports results from a pilot experiment and real-life experiment. We only present results for the real-life experiment here