Author
Listed:
- Ernesta Panarello
- Annarita Vignapiano
- Francesco Monaco
- Stefania Landi
- Anna Longobardi
- Benedetta di Gruttola
- Valeria Di Stefano
- Ilaria Pullano
- Raffaele Malvone
- Alessandra Marenna
- Giulio Corrivetti
- Luca Steardo Jr
Abstract
Background: Gamification, the strategic application of game design elements in non-game environments, has become increasingly prominent in digital mental health. It aims to enhance user engagement, motivation, and adherence through mechanisms such as points, feedback systems, rewards, and narrative frameworks. While it shows promise in promoting therapeutic engagement, the empirical foundation of its use in psychiatric treatment remains limited. Aims: This section aims to explore the current state of evidence supporting gamification in psychiatric care, identify gaps in research, and highlight its potential role in improving treatment outcomes and user experience within digital mental health interventions. Method: We performed a comprehensive search of the PubMed database, covering articles published between January 1, 2014, and May 31, 2025. The search included only empirical studies that employed gamified interventions in mental health contexts. Articles were screened and selected following PRISMA guidelines. Quality assessment was conducted using the GRADE framework, while risk of bias in randomized controlled trials (RCTs) was assessed using the Cochrane RoB 2.0 tool. Due to heterogeneity in study designs and outcome measures, findings were synthesized narratively. Results: The review identified 7 eligible studies from an initial 109, all of which were randomized controlled trials (RCTs). These studies primarily used mobile or app-based platforms featuring gamified elements such as badges, levels, storylines, and points. The participants were largely adolescents and young adults experiencing mental health conditions, including depression, anxiety, and eating disorders. The studies reported positive effects on user engagement, adherence to therapeutic exercises, and symptom reduction. Conclusions: Gamification appears to be a viable and potentially effective adjunctive strategy for psychiatric and mental health interventions. Despite encouraging initial evidence, further research is needed to solidify its clinical relevance and optimize its theoretical integration.
Suggested Citation
Ernesta Panarello & Annarita Vignapiano & Francesco Monaco & Stefania Landi & Anna Longobardi & Benedetta di Gruttola & Valeria Di Stefano & Ilaria Pullano & Raffaele Malvone & Alessandra Marenna & Gi, 2026.
"Gamification in Psychiatry: A Systematic Evaluation of Its Clinical Utility, Methodological Rigor, and Translational Potential,"
International Journal of Social Psychiatry, , vol. 72(6), pages 1475-1484, September.
Handle:
RePEc:sae:socpsy:v:72:y:2026:i:6:p:1475-1484
DOI: 10.1177/00207640251400797
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