Together these talks have 15 million views on TED and YouTube. That’s A LOT of people interested in the idea that we can use the science of games to improve real lives and solve real problems facing society today.
Built In just released an excellent story about the science, mission and #TechForGood design principles that make SuperBetter a usual suspect on media lists of best apps for mental health & wellbeing.
Built In is a respected tech industry publisher and community builder. Their vision is to connect the world through a shared passion for tech and the human need for purpose. Built In was excited to share the SuperBetter case study as a source of ‘Tech for Good’ insights for their community of product designers.
The title is “How to Gamify Wellbeing Without Missing the Point.”
Nearly a million people have played SuperBetter so far to build resilience, improve mental health and achieve goals that matter. It’s among the very small percent of mental health & wellbeing apps validated in studies published in peer-reviewed scientific journals.
Today, we’re excited to share a secret sneak peek at our new project to create a version of SuperBetter for college students. The SuperBetter On Campus (SBOC) project is designed for social impact and will help increase success and graduation rates among the approximately 20 million students currently enrolled in colleges & universities in the U.S., and over time, the 207 million students enrolled in higher-ed institutions globally.
SuperBetter builds resilience to overcome tough situations and achieve goals that matter most. While best known for benefits related to mental health and recovery, one of the top 5 reasons for playing SuperBetter is to achieve epic wins related to working out or getting fit.
In this study that analyzed and rated 52 exercise and physical activity games and apps for the inclusion of health behavior theory (HBT) principles, SuperBetter received the highest score by far, 76 out of a maximum score of 100. The average score across all apps included in the study was 14.98 out of 100. The study was published in the journal JMIR Serious Games.
Chronic pain is one of the top 10 reasons people play SuperBetter.
Now, a recent study evaluating 19 smartphone apps found SuperBetter to be one of three apps that fulfilled the highest number of best-practice criteria for supporting the self-management of chronic pain. These best practices include strategies such as self-efficacy building, self-tailoring of activities, goal setting & planning, problem solving and social support. Researchers screened a total of 939 apps to find the 19 that met the criteria as a chronic pain app to be included in the study.
Those struggling with post-concussion symptoms now have an app-based resource for support during their concussion recovery. SuperBetter is making available, at no cost, the Power Packs (i.e. daily activities) developed for the clinical trial that evaluated the impact of using SuperBetter among concussion patients with persistent symptoms. People with a concussion or mild to moderate traumatic brain injury can access these Power Packs in the SuperBetter app or website using the special code found near the end of this post.
People around the world play SuperBetter to be stronger and more successful at achieving goals and overcoming challenges across many areas of their lives, including their mental health.
Today, we have great news to share — especially for those playing SuperBetter to tackle depression, anxiety and other challenges related to mental health. Psych Hub has partnered with SuperBetter to provide access to a library of high quality educational videos featuring mental health topics. These videos are available at no cost to the SuperBetter Community.
One of the studies evaluating the effectiveness of SuperBetter is a randomized controlled trial conducted at the University of Pennsylvania. In that study, participants who played SuperBetter for 30 days had significantly reduced symptoms of depression and anxiety, and increased optimism, self-efficacy, perceived social support and life satisfaction.
Today, only a tiny fraction of mental health & wellbeing apps have been evaluated in peer-reviewed scientific studies; however, the number of apps with studies has now grown large enough that researchers are able to conduct meta-analysis, which are studies that look across the all of the randomized controlled trials in a given area to draw conclusions. The SuperBetter UPENN study is included in two of these meta-analysis.
Here at SuperBetter we’ve recently been carrying out a multi-faceted research project intended to help us better understand the ways that peole use and benefit from SuperBetter—what kinds of goals and challenges they use it for, their patterns and habits of use, and in what ways it has helped them and in what ways it could be improved so that it can help them even more.
You may have noticed the redesign over at SuperBetter.com. The previous design helped to organically grow the SuperBetter community to nearly a million people strong. Although it served us well, the design was more than 3 years old, and with so many positive advances in recent years, an update was in order.