SuperBetter is backed by science

Published studies show significant benefits for resilience and mental health

The Power of Living Gamefully

SuperBetter is powered by the Live Gamefully® method, an evidence-based framework that uses the psychology of game play in all of life.

The methodology integrates practices from game science, positive psychology and cognitive behavioral therapy.

SuperBetter Rules

Psychological Strengths

Challenge yourself
Challenge mindset
Go for an epic win
Optimism
Seek out & complete quests
Sense of purpose
Find & battle the bad guys
Mental flexibility
Collect & activate power-ups
Emotional control
Recruit your allies
Social connectedness
Adopt a secret identity
Self-efficacy

SuperBetter increases resilience

Resilience is the ability to stay strong, motivated and optimistic even in the face of change and difficult challenges. Higher resilience is associated with increased academic success, higher graduation rates, better workplace performance, improved mental health and thriving in life.

Participants in SuperBetter studies improved six mental, emotional and social measures that are scientifically linked to higher resilience. All of these improvements were statistically significant.

By improving
 protective factors
By reducing obstacles
 to resilience

Published studies evaluating SuperBetter

Articles in more than a dozen scientific journals

DEPRESSION

In a randomized controlled trial at University of Pennsylvania, playing SuperBetter for 30 days was associated with significant reductions in depression symptoms.

In a randomized controlled trial by Harvard Medical School, et al, university students who used SuperBetter had significant reductions in depression & anxiety at 6-months.

A 2021 clinical trial found that playing the SuperBetter app can be effective in reducing symptoms of depression during the COVID-19 pandemic, with positive results maintained after 6-months.

SuperBetter had the greatest effect size for reducing symptoms of depression among 22 apps included in the first meta-analysis of randomized controlled trials evaluating smartphone apps for depression (2017). In a follow up meta-analysis, SuperBetter had the #3 effect size among 54 apps (2019). SuperBetter also had the #1 effect size among 6 apps in a meta-analysis evaluating trials where depression was the primary outcome. SuperBetter was also evaluated in a 2022 meta-analysis.

ANXIETY

In a randomized controlled trial at University of Pennsylvania, playing SuperBetter for 30 days was associated with significant reductions in anxiety symptoms.

In a randomized controlled trial by Harvard Medical School, et al, university students who used SuperBetter had significant reductions in depression & anxiety at 6-months.

A 2021 clinical trial found that playing the SuperBetter app can be effective in reducing symptoms of anxiety during the COVID-19 pandemic, with positive results maintained after 6-months.

SuperBetter had the greatest effect size for reducing symptoms of anxiety among 9 apps included in the first meta-analysis of randomized controlled trials evaluating smartphone apps for anxiety (2017). In a follow up meta-analysis , SuperBetter had the #8 effect size among 39 apps (2019).

CAREER SUCCESS

An article in the British Journal of Guidance & Counseling proposes that considering one’s career life from the perspective of a game – and in particular SuperBetter – can provide a new perspective for one’s career narrative and foster wellbeing, proactive behaviors, coping strategies & success.

CONCUSSION SYMPTOMS

In an NIH-funded clinical trial at The Ohio State University Wexner Medical Center and Cincinnati Children’s Hospital, teens recovering from persistent concussion who played the SuperBetter app for 3-6 weeks in conjunction with medical care had significantly greater reductions in concussion symptoms and increases in optimism compared to patients receiving standard medical care.

BEHAVIOR CHANGE PRACTICES

In an analysis of 52 exercise and physical activity game apps for inclusion of Health Behavior Theory (HBT) principles, SuperBetter received by far the highest score (76 out of 100). The average score across all game apps evaluated was 15.

PEDIATRIC PATIENTS

An article published in Journal of Pediatric Psychology used SuperBetter as the case study to demonstrate the application of a practical, empirically guided framework to help psychologists select appropriate mental health apps for pediatric populations.

CHRONIC PAIN MANAGEMENT

In an evaluation of 19 apps for people with chronic pain SuperBetter is among three apps to receive the highest mark for including best practices for pain self-management.

Bringing the science to life

How it Works