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Record W7131926416

Considering theory-based gamification in the co-design and development of virtual reality cognitive remediation for depression (bWell-D): mixed methods study

2025· preprint· en· W7131926416 on OpenAlexvenueno aff
Mark Hewko, Vincent Gagnon Shaigetz, Michael S. D. Smith, Elicia Kohlenberg, Pooria Ahmadi, María Elena Hernández Hernández, Catherine Proulx, Anne Cabral, Melanie Segado, Trisha Chakrabarty, Nusrat Choudhury

Bibliographic record

VenueNPARC · 2025
Typepreprint
Languageen
FieldPsychology
TopicDigital Mental Health Interventions
Canadian institutionsnot available
Fundersnot available
KeywordsProcess (computing)Relevance (law)CognitionPerceptionVirtual realityIntervention (counseling)Behavior changeQualitative researchQualitative property
DOInot available

Abstract

fetched live from OpenAlex

Background: In collaboration with clinical domain experts, we have developed a prototype of immersive 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 non-compliance rates. Gamification may play a role in addressing this since it can boost adherence. However, careful consideration is required in its application in order to promote user motivation intrinsically. Objective: We aimed to address these challenges with an iterative process for development that involves co-design for developing content as well as in the application of gamification, while also taking into consideration behavioural change theories. This effort followed the methodological framework guidelines outlined by an international working group for development of VR therapies. Methods: Following best practice guidelines, we collected qualitative data from patients and care providers to understand end-user perceptions on the use of VR technologies for cognitive remediation, reveal insights on the drivers for behavioural change, and obtain suggestions for changes specific to the VR program. These findings were translated into concrete representative software functionalities/features and evaluated against behavioural theories to characterize gamification elements in terms of factors that drive behavioural change and intrinsic engagement. Results: The results indicated that feedback from end-users centred around using gamification to add artificial challenges, personalization/customization options and artificial assistance while focusing on Capability as the behavioural change driver. It was also found that in terms of promoting intrinsic engagement, the need to meet Competence was most frequently raised. Feedback was obtained from users to evaluate the impact of the implemented changes. It was found that bWell-D was well tolerated, and that the improvements led to an increase in user experience ratings with high engagement reported throughout the duration of an 8-week training program. Conclusions: Here, we present a process for the application of gamification that includes characterizing what was applied in a standardized way and identifying the underlying mechanisms that are targeted. Typical gamification elements, such as points/scoring and rewards/prizes, target Motivation in an extrinsic fashion. In this work, it was found that modifications suggested from end users resulted in the inclusion of gamification elements less commonly observed and tended to focus more on individual ability. It was found that the incorporation of end-user feedback can lead to the application of gamification in broader ways with the identification of elements that are potentially better suited for mental health domains.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.056
metaresearch head score (Gemma)0.050
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.056
Threshold uncertainty score0.294

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0560.050
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0010.002
Bibliometrics0.0020.002
Science and technology studies0.0020.002
Scholarly communication0.0030.002
Open science0.0020.004
Research integrity0.0020.002
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.154
GPT teacher head0.493
Teacher spread0.339 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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