Singh, Anushka and Tyagi, Naman and Eqbal, Fahad and Sharma, Dolly and Bourazeri, Aikaterini (2026) A Pilot Study of a Gamified CBT‐Based Digital Approach for Body Image Distress and Appearance‐Related Concerns. Human Behavior and Emerging Technologies, 2026 (1). DOI https://doi.org/10.1155/hbe2/8902875
Singh, Anushka and Tyagi, Naman and Eqbal, Fahad and Sharma, Dolly and Bourazeri, Aikaterini (2026) A Pilot Study of a Gamified CBT‐Based Digital Approach for Body Image Distress and Appearance‐Related Concerns. Human Behavior and Emerging Technologies, 2026 (1). DOI https://doi.org/10.1155/hbe2/8902875
Singh, Anushka and Tyagi, Naman and Eqbal, Fahad and Sharma, Dolly and Bourazeri, Aikaterini (2026) A Pilot Study of a Gamified CBT‐Based Digital Approach for Body Image Distress and Appearance‐Related Concerns. Human Behavior and Emerging Technologies, 2026 (1). DOI https://doi.org/10.1155/hbe2/8902875
Abstract
Body image concerns related to perceived flaws in appearance represent a significant mental health challenge affecting a broad population. While Cognitive Behavioral Therapy (CBT) is an effective approach, stigma, financial costs, and limited access to trained professionals prevent many from seeking help. Digital interventions, particularly gamified approaches, offer an alternative by making support more engaging and accessible. To reflect the exploratory nature of this work, we developed a pilot-scale serious game that integrates CBT techniques with AI-driven analysis to provide interactive and personalized guidance. This pilot study provides preliminary indications of user-reported improvements in engagement and emotional reflection following gameplay. Compared to traditional approaches, the game′s adaptive feedback system, informed by real-time emotional assessment, provides more personalized support during gameplay. The AI model used for analyzing user input achieved an accuracy of 97.15% on held-out test data, outperforming a BERT-based baseline classifier. While promising, these results are not intended to establish clinical efficacy; rather, they suggest that digital gamification may offer a scalable and accessible approach for supporting individuals experiencing body image distress. Future work will require larger samples, validated assessment tools, and multisite randomized controlled trials to evaluate effectiveness before potential clinical application, as well as exploration of augmented and virtual reality to further enhance user experience and supportive interaction outcomes.
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | body image distress, cognitive behavioral therapy, gamified intervention, mental health, serious games |
| Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
| SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
| Depositing User: | Unnamed user with email elements@essex.ac.uk |
| Date Deposited: | 02 Oct 2026 15:12 |
| Last Modified: | 02 Oct 2026 15:12 |
| URI: | http://repository.essex.ac.uk/id/eprint/43582 |
Available files
Filename: Human Behavior and Emerging Technologies.pdf
Licence: Creative Commons: Attribution 4.0