Table 2.
Overview of observational and process data studies (n=8).
| Study | Number of participants |
Intervention (duration) | Engagement strategy in intervention design |
Recommended engagement strategy (author conclusion based on engagement rate) |
| Clarke et al, 2016 [18] | 90 | Assessment of users’ self-reported symptoms followed by 24×7 access to a personalized intervention that includes real-time self-monitoring of moods and interactive psychotherapeutic modules (7 weeks) | 1. Reminders to facilitate self-monitoring by SMS text messaging or email as scheduled by the user; 2. Graphical feedback about self-monitoring | 1. Personalized feedback incorporating program content; 2. Alerts and reminders; 3. Flexibility in agenda and use |
| Zarski et al, 2016 [20] | 395 | A total of 7 modules composed of psychoeducation and exercises for every module (4-7 weeks) | CGa: Received intervention; IGb1: Personalized written feedback from e-coach on the completed exercises and reminder by e-coach once in 7 days (content-focused guidance); IG2: Personalized feedback and adherence monitoring on demand of participants (adherence-focused guidance) | Content-focused guidance |
| Chou et al, 2017 [21] | —c | Gamified challenges in browser-based community forum; players can invite other players to browser-based community to form allies (4 weeks) | 1. Gaming language; 2. Social forum; 3. Bright graphics | NRd |
| Dryman et al, 2017 [22] | 3439 | A total of 5 modules: learning through psychoeducation, core skill development by cognitive restructuring, 2 exposure modules, and final graduation module (12 weeks) | 1. Coaches paired with users to provide feedback and support through weekly calls; 2. Coach-initiated and automated emails to encourage participation and progress | Guidance and support through coaching |
| Bakker et al, 2018 [24] | 44 | Assessment of user inputs on distress, followed by daily coping activities or games (30 days) |
1. Games designed with real-time coping strategies; 2. Rewards for daily completed games; 3. Push notifications of incomplete games; 4. Bright graphics | NR |
| Morrison et al, 2018 [25] | 543 | Tools to improve awareness of participants’ thoughts or behaviors and support change in thinking patterns and behaviors (NR) | IG1: web based; IG2: mobile app; 1. Simple and reduced content; 2. Easy accessibility; 3. Push notifications for incomplete tool | IG2: 1. Simple and reduced content; 2. Easy accessibility; 3. Push notifications for incomplete tool |
| Song et al, 2018 [26] | 3076 | Self-help tools and a secure account with access to additional resources and links (NR) | NR | Personal email invitations to visit the site |
| Carter et al, 2019 [28] | 5 | Daily task, user-specific feedback, informational resources, self-assessment page, journal page (NR) | 1. Self-monitoring tools for stress; 2. Goal setting with daily task; 3. User-specific feedback on stress level; 4. Reminders and progress summary | Task with user-specific feedback and self-monitoring |
aCG: control group.
bIG: intervention group.
cNot available.
cNR: not reported.