Ontology highlight
ABSTRACT: Background
With many digital mental health interventions failing to engage clients for enough time to demonstrate substantive changes to their well-being and with only 2% of all digital solutions on app stores having undergone randomized controlled trials, the rising demand for mental health prevention and early intervention care is not being met. Young adults in particular struggle to find digital well-being apps that suit their needs.Objective
This study explored the effects of eQuoo, an evidence-based mental health game that teaches psychological skills through gamification, on resilience, depression, anxiety, and attrition in a student population.Methods
In total, 1165 students from 180 universities in the United Kingdom participated in a 5-week, 3-armed randomi
SUBMITTER: Litvin S
PROVIDER: S-EPMC10403802 | biostudies-literature | 2023 Jul
REPOSITORIES: biostudies-literature