Verkkothis paper provides an overview of gamification approaches to mental health intervention, identifies factors that may be related to variations in treatment. Verkkogiven the existing mental health care challenges (high costs, long waiting lists, limited technological support, and less alternatives to traditional mental. Verkkothe 3 game genres were used mostly to decrease depression and anxiety symptoms, as well as to teach cognitive behavioural therapy (cbt). Verkkocbt highlights the role of distorted thought patterns and maladaptive behaviors in many mental health issues. Games and ehealth interventions can offer patients an. Verkkothe benefits of gamification in enhancing mental wellness were independent of both game and demographic characteristics, but there were intricate findings for studies examining the benefits of gamification in reducing.