Gamified mental health: digital therapeutic alliance and mental well-being
Purpose Mental health–related issues are prevalent across the world; however, access to traditional mental health care remains limited. This study aims to investigate the effectiveness of a gamified mental health app, “SuperBetter” in promoting mental well-being and the role of digital therapeutic alliance (DTA) in predicting the well-being outcomes. Design/methodology/approach This study included 21 young adults from India who completed using the SuperBetter app over a two-week intervention period. The usage of the app was measured through the number of logged activities on the app. Relevant scales were administered to measure mental well-being levels before and after the intervention period. DTA was measured after the intervention. T-test and regression analyses were conducted. Findings The results revealed a statistically significant increase in the mental well-being levels after the intervention. The regression analysis revealed DTA to be a significant predictor of mental well-being levels post-intervention. However, logged activity was not a significant predictor of mental well-being levels. Originality/value Using the SuperBetter app for two weeks resulted in improved mental well-being. The DTA with the app emerged as a more pertinent predictor of mental well-being than logged activity. However, due to limitations like a small sample size and the absence of a control group, these findings need to be taken with caution. Future research should explore the vast potential of DTA in unguided digital interventions.
Authors
- Zidan Kachhi (ORCID: https://orcid.org/0000-0002-8317-6356)
- Suhani Hirpara
Institutions
- Montfort Social Institute (IN)
- De Montfort University (GB)
Publication Details
- Journal
- Mental Health and Digital Technologies
- Published
- 2025-12-31
- DOI
- https://doi.org/10.1108/mhdt-08-2025-0052
- Primary Topic
- Digital Mental Health Interventions
- Type
- article
- Field-Weighted Citation Impact
- 0.00