From:  Can gamified behavioral change mental health mobile apps reduce students’ anxiety and improve well-being? An efficacy study

 Frequency and percentage of experimental group students who set goals using the SSResilience app.

Goals setFrequencyPercentage (%)
No goal624
Physical exercise goal624
Socialization goal520
Study goal312
Studying and socialization goals312
Studying and physical exercise goals14
All three goals (physical exercise, socialization, studying)14
Total25100