Table 2.
Acceptability, feasibility, engagement, usefulness, accessibility, and outcomes.
| Reference, year | App name | Measurement | Acceptability and feasibility | Engagement | Barriers to engagement | Perceived usefulness | Accessibility and inclusivity | Intervention outcomes |
| Bohleber et al [41], 2016 | Companion App | Questionnaires and semistructured interviews | Adolescents regarded the concept of the app as well conceived, especially the peer-mentoring system. However, the app did not compare well to other available apps. | Engagement decreased markedly after the first 2 weeks. Average daily visits: in the first 2 weeks, 61; after 6 months, 8. | Technical problems, unclear benefits, and lack of time. | Content was judged informative and interesting. However, some reported that the purpose of app was not evident. | Unemployed participants suggested that reminders to use the app would help. | No significant effect on stress or the perception of social support. |
| Deady et al [42], 2020) | HeadGear | Questionnaires, semistructured interviews, and focus groups | Apprentices rated the app positively, (average 4/5 stars). Participants had no or neutral willingness to pay for the app. Most would widely recommend the app but predicted their own use would be infrequent (3-10 times) over the next 12 months. | Users completed approximately one-third of the app challenges. | Noncompletion of challenges attributed to “forgetting” and choosing not to “catch up.” Users wanted to be able to skip challenges and suggested gamification and greater personalization. | 87.2% claimed it had at least moderately improved their mental fitness. Moderate impact on awareness, knowledge, attitudes, intention to change, help seeking, and behavior change around mental health and well-being. | Participants emphasized the importance of gamification and greater personalization, for example, through the inclusion of personalized music. | No significant differences between baseline and 3-month follow-up measurements. Engagement (intervention completion) directly related to effectiveness. |
| Fleming et al [43], 2017 | Today! | Semistructured interview | Expressed enthusiasm for a comprehensive mobile phone app designed to treat clinically significant symptoms of anxiety and depression among young sexual minoritized men. | Not assessed in this paper. | Weekly phone calls with the coach was described by participants as a barrier to engagement. | Overall, participants had positive reactions to the app, but each individual found different features to be useful (eg, community resources and mood rater). | Usability testers had a wealth of suggestions for topics they would like to see addressed in this kind of app. | Not assessed in this paper. |
| Francis et al [44], 2020 | CyFi Space | Questionnaire, group, and individual interviews | Acceptability of the app was rated moderate. | Overall, 37% recruitment response rate. 77% participants used the app at least once a week. Some participants indicated that the use of the app declined as the 6-week trial progressed. | 40.9% reported watching the entertainment and motivational videos. | Many participants found the app both useful and fun to use and agreed they would. recommend the app to others. | Participants rated the app’s usability as high. Age-related accessibility measured. | Not assessed in this paper. |
| Geirhos et al [45], 2022 | Minddistrict. Program: youthCOACHCD | Questionnaires | Content was perceived as appropriate. 58% would recommend intervention to a friend, 17% would likely recommend it, 17% would partly recommend it, and 8% would not recommend it. | Intervention adherence=40%, dropout=20%. | Not reported. | Individual tasks perceived as particularly helpful. | Not explicitly reported. | No symptom improvement. Small sample. |
| Glover et al [46], 2019 | Pocket helper 2.0 | Questionnaires | 73% would recommend the program. | 48% of the sample completed the 3-month assessment, while 19% completed the 6-month assessment. | Use and satisfaction with various features reported. | 63% of participants at 3 months and 68% of participants at 6 months reported at least moderate benefit from intervention |
Designed for youth experiencing homelessness based on the initial input from these youths and was refined based on the feedback received during a previous pilot trial. | Not assessed in this paper. |
| Gonsalves et al [47] , 2019 | PODa Adventures | Focus group discussions, co-design workshops, and user testing | Service providers highlighted that self-help was not a culturally congruent concept for most Indian adolescents. | Not reported in this paper. | Following user testing, activities were shortened to be kept <2-minutes to minimize boredom and disengagement. | Problem-solving reported as being a useful and valued skill. | Design was sensitive to cultural context, language, participant media preferences, and digital access helped focus on user needs. Adaptations were made to address widespread literacy difficulties. | Not assessed in this paper. |
| Gonsalves et al [48], 2021 | POD Adventures | Questionnaires and semistructured interviews | Satisfaction scores ranged from good to excellent. | Intervention completion rate was 92%. | App generally considered easy to use, but a few participants identified confusing game components and issues related to typing and difficult log-in passwords. | Most participants felt that the program had positively impacted their prioritized problem. | As reported in [47]. | Outcomes at 4 weeks showed significant improvements on all measures. |
| Haug et al [49], 2017 | Ready4life | Questionnaires | Large proportion of invited adolescents participated. Program evaluated as “very good” or “good” by 94.6% of participants. | Follow-up assessments were completed by 49.7% of the participants. Of the 39 program activities, the mean number carried out was 15.5. In total, 15% failed to engage in any activity, and 52% engaged in fewer than half of the activities. | Participation in the program was lower in male participants and among those reporting an immigrant background. | Not explicitly reported. | Not explicitly reported. | Statistically significant increases in targeted life skills, decline in at-risk alcohol use, and stable rates for tobacco and cannabis use. |
| Leonard et al [50], 2018 | Calm Mom | Technology logs, questionnaires, and in-depth semistructured interviews | Participants felt the general content of app was highly relevant. 75% were “very” satisfied, and 18% were somewhat satisfied. | Mean of 14.77 minutes of using the app. Participants used at least one of the elements on the app on average on 44% of days when they had the study phone. | Technology challenges. | Supported their ability to effectively regulate their emotions. | Majority of participants noted that the app was very accessible, and several indicated that they felt less alone and felt genuinely cared for. | Not assessed in this paper. |
| Schueller et al [51], 2019 | Pocket Helper, Purple Chill, and Slumber Time | Questionnaires | Satisfaction was high; 100% of participants would recommend the program, and 52% reported that they were very or extremely satisfied app. | 57% of the participants completed all 3 sessions. Mean 2.09 sessions. | Mobile phone loss (through damage, theft, or other loss). | 43% reported app as helpful; 48% found the skills they learned to be beneficial; 43% regularly used the skills. | The apps were preinstalled on all mobile phones before distribution to participants. | Participants experienced limited change on clinical outcomes with small effect sizes. |
| Escobar-Viera et al [52]a, 2023 | REALbot | Questionnaires | High user satisfaction. Acceptability rated 5.3/7 but only 25% of participants described the app as exciting or leading edge. | 42% of participants interacted with the app for 2 or more days. | Primary challenges were that app felt robotic and not smart enough. | Usability ratings were high on both measures. | Lack of voiceover feature. | Nonsignificant changes in scores of perceived isolation, depressive symptoms and social media self-efficacy. |
| Torok et al [53]a, 2022 | LifeBuoy | Questionnaires | Not reported | 71.5% completed 5 or more modules (completers) | Participants who completed first survey had significantly lower baseline anxiety symptoms compared to those who did not complete it. | Not reported | Not reported | Depression, anxiety, distress, and well-being symptoms improved in app group and control. |
| Yang and Chung [54]a, 2022 | HARU ASD | Questionnaires | Acceptable scores in the Satisfaction and Usability Questionnaire. | No participants dropped out. | Not reported | Not reported | Not reported | Significant decrease in anxiety level, an increase in positive affect, and a decline in stereotypic behaviors, hyperactivity, noncompliance, and inappropriate speech. |
aStudies identified in the updated search.