Skip to content
DraconiticResearch
Search Sources API
197,788 studies31 sourcesUpdated 55 min ago
PreprintCC BY 4.0PsyArXiv

Growing Well with Grow It!: Acceptability of a Gamified mHealth App for Adolescents With a Chronic Somatic Illness – A Mixed Methods Study

Abstract

Background: Over 17% of children live with a chronic somatic illness and are at increased risk of experiencing psychological problems, such as anxiety and depression. Grow It! is a transdiagnostic mobile health (mHealth) intervention that combines experience sampling and personalised mood feedback with daily coping challenges to promote reflection, emotional insight and adaptive coping. The app fosters a collaborative team experience in which participants contribute to growing a shared virtual tree and communicate through a chat function with predesigned stickers. Objective: This study aimed to evaluate the acceptability of the Grow It! app among adolescents with a chronic somatic illness and to identify key lessons the development of other gamified mHealth apps designed to promote well-being. Methods: This preregistered study is part of a randomised waitlist controlled trial. Adolescents with a chronic somatic illness aged 10-18 years old were recruited from a university medical children’s hospital. Upon inclusion, adolescents were randomised to an intervention group that used the Grow It! app or a waitlist control group. Follow up questionnaires were completed immediately after the four week intervention period and three months later. Consecutively, the waitlist control group was also offered the Grow It! app and completed questionnaires immediately after use and three months later. Participants completed user experience survey comprising open ended and closed questions after playing the app. Responses were analysed using qualitative content analysis and descriptive statistics. Results: Between August 2021 and September 2023, 208 adolescents were included in the study. Due to participant attrition, the user experience survey was distributed to 183 participants and completed by 150 (Mage=13.95, 39.33% male, 59.33% female, 1.33% other). The app received a mean overall rating of 7.32 out of 10, and a mean look-and-feel rating of 7.98 out of 10; 84% would recommend the app to a friend. Participants reported that the app helped them recognise their emotions and gain greater self-insight. They also described its design as colourful and visually appealing. Suggested improvements included adjusting the timing and frequency of the momentary assessments, and expanding the chat function to allow free-text messages or a wider selection of stickers. Conclusions: The Grow It! app is well-accepted by adolescents aged 10 to 18 with a chronic somatic illness, although optimising the chat function and reducing questionnaire burden may further improve user experience. Combined with evidence of effectiveness, these findings on acceptability and user experience support the implementation of the Grow It! app in paediatric healthcare.

Related

  1. Evaluating the acceptability, feasibility, and implementation fidelity of a multipurpose mobile health (mHealth) app used for Tuberculosis (TB) contact tracing by Ward-Based Outreach Teams (WBOTs) in South Africa
    Don Lawrence Mudzengi, Lindiwe Tsope, Piotr Hippner +11
    PLOS Global Public HealthPeer-reviewedCC BY 4.0Full textEpidemiology & public healthInfectious diseasePLOS
  2. Short-Term Changes in Nutrition Literacy, Dietary Engagement, and Reported Food Habits Among Adolescents After One Session with a Gamified Digital Nutrition-Education Platform: A Single-Arm Pre–Post Study
    Anca Georgiana Ispas, Alexandra Lacurezeanu, Alina-Ioana Forray +3
    NutrientsPeer-reviewedCC BY 4.0Full textNutritionCrossrefEurope PMC
  3. Effectiveness of mHealth Nutrition Interventions on Nutrition-Related and Clinical Outcomes in Adults with Chronic Kidney Disease: A Systematic Review and Meta-Analysis
    Samantha Walter-Cano, Allison Lee, Jeanette M. Andrade
    NutrientsPeer-reviewedCC BY 4.0Full textNutritionCrossrefEurope PMC
  4. Acceptability of AI-applications in routine clinical care for children and adolescents: perspectives of parents and healthcare professionals
    F. Lin, A. C. Bischops, J.-L. Kerth +6
    medRxivPreprintCC BY-NC-NDFull textEpidemiology & public healthmedRxiv
  5. SOFTPEERS: feasibility, acceptability, and preliminary effectiveness of a peer-led intervention to prevent binge drinking in adolescents. Results from a mixed-methods pilot cluster-randomized controlled trial
    Florence Cousson-Gélie, Olivier Lareyre, Emilie Charton +10
    Frontiers in Public HealthPeer-reviewedCC BY 4.0Full textGeneral biologyEpidemiology & public healthHALHAL
BibTeX
@misc{dalen2026growing,
  title = {{Growing Well with Grow It!: Acceptability of a Gamified mHealth App for Adolescents With a Chronic Somatic Illness – A Mixed Methods Study}},
  author = {Marije van Dalen and Hanneke Scholten and Inge Braspenning and Loes Keijsers and Joanneke Weerdmeester and Jeroen Legerstee and Manon H.J. Hillegers},
  howpublished = {PsyArXiv},
  year = {2026},
  month = oct,
  doi = {10.31234/osf.io/g8vtw_v1},
  url = {https://osf.io/preprints/psyarxiv/g8vtw_v1/},
  note = {CC BY 4.0},
}
RIS
TY  - UNPB
TI  - Growing Well with Grow It!: Acceptability of a Gamified mHealth App for Adolescents With a Chronic Somatic Illness – A Mixed Methods Study
AU  - Marije van Dalen
AU  - Hanneke Scholten
AU  - Inge Braspenning
AU  - Loes Keijsers
AU  - Joanneke Weerdmeester
AU  - Jeroen Legerstee
AU  - Manon H.J. Hillegers
PY  - 2026
DA  - 2026/10/29
PB  - PsyArXiv
DO  - 10.31234/osf.io/g8vtw_v1
UR  - https://osf.io/preprints/psyarxiv/g8vtw_v1/
AB  - Background: Over 17% of children live with a chronic somatic illness and are at increased risk of experiencing psychological problems, such as anxiety and depression. Grow It! is a transdiagnostic mobile health (mHealth) intervention that combines experience sampling and personalised mood feedback with daily coping challenges to promote reflection, emotional insight and adaptive coping. The app fosters a collaborative team experience in which participants contribute to growing a shared virtual tree and communicate through a chat function with predesigned stickers. Objective: This study aimed to evaluate the acceptability of the Grow It! app among adolescents with a chronic somatic illness and to identify key lessons the development of other gamified mHealth apps designed to promote well-being. Methods: This preregistered study is part of a randomised waitlist controlled trial. Adolescents with a chronic somatic illness aged 10-18 years old were recruited from a university medical children’s hospital. Upon inclusion, adolescents were randomised to an intervention group that used the Grow It! app or a waitlist control group. Follow up questionnaires were completed immediately after the four week intervention period and three months later. Consecutively, the waitlist control group was also offered the Grow It! app and completed questionnaires immediately after use and three months later. Participants completed user experience survey comprising open ended and closed questions after playing the app. Responses were analysed using qualitative content analysis and descriptive statistics. Results: Between August 2021 and September 2023, 208 adolescents were included in the study. Due to participant attrition, the user experience survey was distributed to 183 participants and completed by 150 (Mage=13.95, 39.33% male, 59.33% female, 1.33% other). The app received a mean overall rating of 7.32 out of 10, and a mean look-and-feel rating of 7.98 out of 10; 84% would recommend the app to a friend. Participants reported that the app helped them recognise their emotions and gain greater self-insight. They also described its design as colourful and visually appealing. Suggested improvements included adjusting the timing and frequency of the momentary assessments, and expanding the chat function to allow free-text messages or a wider selection of stickers. Conclusions: The Grow It! app is well-accepted by adolescents aged 10 to 18 with a chronic somatic illness, although optimising the chat function and reducing questionnaire burden may further improve user experience. Combined with evidence of effectiveness, these findings on acceptability and user experience support the implementation of the Grow It! app in paediatric healthcare.
ER  -