Investigating the effects of a novel gamified cognitive training on adolescent mental health

  • Karina Grunewald
  • , Savannah Minihan
  • , Jack L. Andrews
  • , Annabel Songco
  • , Sarah Jayne Blakemore
  • , Anson Kai Chun Chau
  • , Jaimee Fischer
  • , Elaine Fox
  • , Alba Bruggeman Nelissen
  • , William Raffe
  • , Matthew Richards
  • , Aliza Werner-Seidler
  • , Susanne Schweizer*
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

Background: Adolescence is a time of increased emotional volatility, with emotion regulation still developing. Training the cognitive substrate of successful emotion regulation has been shown to benefit adolescents’ mental health. However, cognitive training interventions often have low adherence rates in this age group. The current study therefore trialled a novel gamified cognitive training program in adolescents.

Methods: A longitudinal study was conducted throughout 2023 where 144 culturally diverse adolescents (13–16 years, 48% female) completed 12 days of either a novel gamified affective control training program, the Social Brain Train (SBT), or a standard non-gamified affective control training program (AffeCT). Participants also completed mental health and mechanisms of change questionnaires at baseline, post-training, and 1-month follow-up, as well as behavioural affective control and interpretation bias measures at baseline and post-training.

Results: The total minutes spent training did not differ significantly across the two training groups. Participants assigned to SBT training, however, did engage in more training sessions than participants assigned to AffeCT training. Additionally, all participants showed improvements in affective control performance and a reduction in interpretation bias and rumination from baseline to post-training. The observed reduction in rumination persisted at 1-month follow-up.

Conclusions: As engagement is often the most difficult thing to achieve in cognitive training with adolescents, observing greater repeated engagement with the gamified cognitive training is promising, given training on these apps is entirely self-motivated. Observing benefits to affective and cognitive control performance as well as reduced interpretation bias and rumination tendencies after very limited training is promising, as these factors have all been previously linked to improved mental health symptoms among adolescents. The present findings therefore suggest there may be merit in using gamification techniques to improve the design of future training programs, and employing these to improve affective, cognitive, and emotion regulation abilities in adolescents.

Original languageEnglish
Article number72
Number of pages17
JournalChild and Adolescent Psychiatry and Mental Health
Volume19
Issue number1
Early online date3 Jul 2025
DOIs
Publication statusPublished - Dec 2025

Bibliographical note

Copyright:
© The Author(s) 2025.

Keywords

  • Adolescent
  • Cognitive training
  • Depression
  • Emotion regulation
  • Gamification
  • Mental health

ASJC Scopus subject areas

  • Pediatrics, Perinatology, and Child Health
  • Psychiatry and Mental health

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