Gamification, the integration of game-like elements into non-gaming contexts, has emerged as a popular strategy in mental health apps to boost user engagement and foster positive behavioral changes. By using rewards, progress tracking, and interactive challenges, gamification helps users stay motivated and engaged in achieving their mental health goals. The concept leverages the human tendency to seek immediate gratification, making long-term health routines feel more enjoyable and rewarding. This approach transforms otherwise mundane or challenging tasks into engaging and rewarding experiences, encouraging users to adhere to their mental health practices over time.
The Framework of Gamification: Mechanics, Dynamics, and Aesthetics
Gamification in mental health apps often revolves around the Mechanics-Dynamics-Aesthetics (MDA) framework:
Mechanics are the visible, interactive elements that users directly engage with, such as progress bars, badges, leaderboards, and daily check-ins. Apps like SuperBetter allow users to adopt secret identities, complete challenges, and invite allies for support. Similarly, Finch lets users nurture a virtual bird as they complete self-care tasks, turning progress into a tangible reward.
Dynamics focus on processes like goal-setting, progress tracking, and feedback mechanisms that sustain user engagement. For example, I Am Sober allows users to track their sobriety, showing tangible benefits like money and calories saved over time, which reinforces their commitment. Apps like Happify use adaptive challenges to maintain motivation, rewarding users with points for completing in-app activities tailored to their goals.
Aesthetics evoke emotions such as motivation and connection through design and storytelling. eQuoo, for instance, uses fantasy storytelling and interactive challenges to teach emotional resilience. Meanwhile, SuperBetter embraces bold visuals and empowering language to encourage users to tackle “bad guys” like self-criticism.

Storytelling in eQuoo, Image source: One Mind Psyber Guide
Benefits of Gamification
Enhanced Engagement
Gamification makes mental health routines more enjoyable and accessible. Features like badges, progress tracking, and leaderboards reward users for their efforts, fostering a sense of accomplishment. For instance, Happify uses positive psychology techniques to help users reduce anxiety and loneliness while promoting emotional well-being.
Encouraging Healthy Habits
Apps like Finch and Rootd help users form consistent routines by rewarding daily actions, such as journaling or practicing mindfulness. These small, gamified nudges support users in developing healthier habits over time.

Challenges of Gamification
App Fatigue
Over-reliance on repetitive tasks and extrinsic motivators like badges can lead to disengagement. When users feel overwhelmed by excessive prompts or redundant activities, the risk of app fatigue increases.
Balancing Game and Therapy
Adding too many game elements can dilute the therapeutic value of an app. Research shows that increasing gamified features doesn’t always enhance outcomes, underscoring the need for thoughtful design.
Ethical and Practical Considerations
Customization and Personalization
Personalized experiences are key to keeping users engaged. Apps like Headspace offer tailored meditation tracks based on user input, while Rootd adapts its activities to help users manage anxiety and panic attacks effectively.

Meaningful Interactions
Apps should prioritize outcomes over screen time. For instance, Headspace ensures users benefit from its programs without feeling pressured to overuse the app. Its studies show that completing at least 10 meditation sessions in eight weeks significantly reduces symptoms of depression.
Conclusion
Gamification has great potential to make mental health apps more engaging and effective. By thoughtfully combining game elements with therapeutic goals, these apps can support users on their well-being journeys. However, careful design is crucial to ensure they remain meaningful, balanced, and beneficial.
Sources
- Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019). Gamification in apps and technologies for improving mental health and well-being: Systematic review. JMIR Mental Health, 6(6), e13717. https://doi.org/10.2196/13717
- Hamdoun, S., Monteleone, R., Bookman, T., & Michael, K. (2023). AI-based and digital mental health apps: Balancing need and risk. IEEE Technology and Society Magazine, 42(1), 25–36. https://doi.org/10.1109/MTS.2023.3241309
- “How To (and Why You Should) Incorporate Gamification Into Your Mental Health Care App.” SF AppWorks. Accessed: Jan. 19, 2025. [Online.] Available: https://www.sfappworks.com/blogs/incorporating-gamification-into-your-mental-health-care-app
- Santoso, I. S., Ferdinansyah, A., Sensuse, D. I., Suryono, R. R., Kautsarina, & Hidayanto, A. N. (2021). Effectiveness of gamification in mHealth apps designed for mental illness. Proceedings of the 2nd International Conference on ICT for Rural Development (IC-ICTRuDev), Jogjakarta, Indonesia, 1–6. https://doi.org/10.1109/IC-ICTRuDev50538.2021.9655706
- “The Power of Gamification in Mental Health Apps – And how they benefit well-being.” MedPage Today. Accessed: Jan. 19, 2025. [Online.] Available: https://www.medpagetoday.com/opinion/kevinmd/106239
- Valentine, L., D’Alfonso, S., & Lederman, R. (2023). Recommender systems for mental health apps: Advantages and ethical challenges. AI & Society, 38(4), 1627–1638. https://doi.org/10.1007/s00146-021-01322-w






