SMILE: Gamified platform to promote adolescents' mental health – a focus group and co-creation study

Authors: Helen Stocks, Sofía Ballesteros Rodriguez, Vincenza Frisardi, Izidor Mlakar, Elisa Sáez Muñoz, Greta Mazzetti, Magdalena Lesnierowska, Magdalena Pietrzak, Mel McKendrick, Ana Lampret, Raquel Losada, Gwendolyn Mayer
+16 more Diana Marques, Jan Maciejewski, Jobst-Hendrik Schultz, Francesca Floris, Dina Guglielmi, Angeliki Michael, Natassa Stylianou, Ula Kolinska, Rosa Almeida, Maria José Rico, Adele Dickson, Rowena Piers, Matthias Schwannauer, Ewelina Smoktunowicz, Nelli Tschobur, Urška Smrke
Cited by: 0

Abstract

The European project SMILE (Supporting Mental Health in Young People: Integrated Methodology for cLinical dEcisions and evidence based interventions) intends to promote resilience in young people by providing a gamified platform with digital cognitive behavioral interventions in order to increase cognitive flexibility, self-efficacy, critical thinking, self-regulation and self-confidence. The main aim of this study is to understand what young people would find helpful and engaging in digital games, in order to develop a digital mental health game that can help improve resilience and mental wellbeing. Another aim of this study is to understand the different types of digital stressors that young people may experience, so that the game that is developed can effectively help young people cope with these stressors. This study is part of the project SMILE which is funded by the European Union Horizon Europe Research and Innovation Programme, Grant Agreement No 101080923.

Fields of Study & Subjects

Digital Mental Health Interventions Educational Games and Gamification Impact of Technology on Adolescents

Publication details

Journal / source
OSF Preprints (OSF Preprints)
Publication date
3 March 2026
Language
EN
Document type
Preprint