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ABSTRACT: Background
In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital intervention, there is a need to determine the effective components and clinical relevance using systematic methodologies. From an implementation perspective, the effectiveness of digital intervention delivery is challenged by low uptake and high noncompliance rates. Gamification may play a role in addressing this as it can boost adherence. However, careful consideration is required in its application to promote user motivation intrinsically.Objective
We aimed to address these challenges through an iterative process for development that involves co-design for de
SUBMITTER: Hewko M
PROVIDER: S-EPMC11997539 | biostudies-literature | 2025 Mar
REPOSITORIES: biostudies-literature