A Swedish Trial of a Digital Depression Add-On: The Bundle Beat a Waitlist, but Questions Remain
In a nine-week randomized study, adults already taking antidepressants who still had symptoms received the game Fig, optional internet CBT modules and on-demand therapist support. Depression and anxiety scores improved more than a waitlist. Quality of life did not differ, and the design cannot separate the game from the rest of the package.

The trial enrolled 148 adults in Sweden who were already taking an antidepressant and still had depressive symptoms. Their average age was 40, and 82% were women. Just over half, 52%, were employed; 16% were students; 17% were on extended sick leave. Sixty-four percent reported an earlier psychiatric diagnosis, and most had previously received psychological treatment. A diagnostic interview found 66% in a current major depressive episode and 72% with recurrent depression. That is the population to keep in view: people for whom a standard medication had not fully resolved symptoms. The paper appeared in the Journal of Affective Disorders. [1]
Fig is a smartphone game intended for twice-daily use alongside usual medical care. It rewards routines around medication, sleep, meals and physical activity by letting players develop and customize virtual worlds. It also includes educational dialogues, mood tracking and a diary meant to prompt self-reflection and reinforce healthy behavior. The authors describe it as CE-marked under European Union medical device rules—a regulatory status, not a finding about effectiveness. The game did not appear by itself in the trial; it was one part of a package. [1]
That package, called FIGARO, lasted nine weeks. It combined access to Fig, optional access to 25 internet-delivered cognitive behavioral therapy modules, and a therapist participants could contact as needed. One group began immediately. The other was waitlisted and received the same package two weeks after the intervention period ended. The comparison, then, was the full bundle versus waiting. The study cannot show what the game would do beside usual care alone, and it cannot show what the modules or the therapist line would do without the game. [1]
Outcomes were collected before and after the intervention with self-rated instruments: the Montgomery-Åsberg Depression Rating Scale, the seven-item Generalized Anxiety Disorder scale, the eight-item Morisky Medication Adherence Scale and the 12-item Brunnsviken Brief Quality of Life inventory. Participants also filed short weekly symptom reports, completed alcohol and substance-use screening, and supplied demographic and treatment-history information. Every outcome was something a participant reported. There were no clinician ratings or pharmacy records in the published outcome set, which matters when reading the adherence result. [1]
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Recruitment used social media and paid advertising. Trial registration came after enrollment started; the authors say the registered outcomes were not later changed. Mindforce Game Lab, the maker of Fig, provided funding; the authors state the company had no role in collecting, analyzing, interpreting or writing up the data. Those disclosures belong in any fair reading, not as a gotcha but as context for how much weight one trial can bear. [1]
At the end of nine weeks, the immediate-access group reported moderately greater reductions in depression and anxiety than the waitlist group. Fifty-one percent of the treatment arm improved depression scores by at least 30%, compared with 19% of the waitlist. Only 16% of the treatment arm reached a 50% improvement. Medication adherence rose with a small-to-moderate effect. Quality of life did not differ between the groups. That last result is easy to omit and should not be: the bundle moved symptoms and self-reported adherence, not the broader quality-of-life measure. [1]
Engagement was real but uneven. Seventy-nine percent of the treatment group installed Fig; among those who did, the average was 81 game sessions over the nine weeks. Thirty-two percent ever contacted their therapist, and 28% completed at least one therapy worksheet. Among participants who returned the satisfaction survey, 69% said they were fairly or very satisfied. Optional modules were used by some, not all—which is what optional tends to mean. [1]
The authors' conclusion is narrower than some summaries might suggest. They call the trial preliminary evidence that access to a multicomponent digital intervention—the serious game, optional internet CBT modules and therapist support—can produce short-term improvements in depressive symptoms, anxiety symptoms and medication adherence relative to a waitlist among adults on antidepressants with residual symptoms. The claim is about access to a package, measured shortly after nine weeks, against waiting. It is not a claim that the game alone works, and it is not a claim that digital care should replace medication or in-person treatment. [1]
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Some background explains why this population was chosen. Depression affects roughly 300 million people globally, lowers quality of life and carries large economic costs. Antidepressants are common, yet many patients still have symptoms while taking them, and inconsistent medication-taking is a separate major problem. Internet-based CBT has been described as an accessible option, and research indicates it can match in-person CBT on depressive symptom reduction. Serious games use video-game elements to encourage health-supporting behavior; Fig is one example, built around routines and rewards. The trial sits where those threads meet: medication that is not quite enough, digital therapy as an optional layer, and a game designed to reinforce daily behavior. [1]
Another way to see the trial is as a test of layering. Antidepressants are common, but the report notes many patients continue to have symptoms and many do not take medication regularly; internet CBT is described as accessible and, in research, comparable to face-to-face CBT for depressive symptoms. Serious games add motivational structure. The nine-week package put those layers together for people whose medication had not been enough. That is a pragmatic question, and a modest one: not whether a phone can cure depression, but whether a supported digital add-on can move symptoms and routine behavior in the short term. The trial's answer is a preliminary yes against waiting, with the caveats below. The report does not test cost, clinic workflow, or whether a doctor would recommend it. [1]
The appeal of testing a bundle is practical. It is delivered through a smartphone and online modules, with therapist contact available as needed. The practical question is narrower than a cure: can a smartphone-based package add something for people whose medication has left residual symptoms? This trial offers a short-term signal, not a routine-care answer. Whether that practicality survives routine care is an open question, not a result. The trial did not test whether the package works in routine care or over the long term. It tested whether access to the package, compared with waiting, was followed by better self-reported outcomes over nine weeks. For a first randomized look, that is a modest and specific question. [1]
The caveats set the ceiling. This was one randomized study in one country, with a waitlist comparator, self-reported outcomes and developer funding. None of those facts erases the result; together they mean the finding is a signal generated once, under conditions a replication may not reproduce. Dropout was lopsided: 41% of the treatment arm did not complete post-treatment assessments, compared with 18% of controls. Twenty-one percent of the treatment group never installed the game. Sensitivity analyses accounting for missing data left the depression and anxiety findings intact. Under the strictest missing-data assumption, the adherence finding lost statistical significance. [1]
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Two more design limits matter. Assignment was unblinded, so participants knew whether they had immediate access or were waiting, and all outcomes were self-reported. With waiting as the comparator, expectation and attention cannot be subtracted from whatever the package achieved. And because the intervention was delivered as a bundle, the report states that effects cannot be attributed to the game alone rather than to the full package of game, modules and therapist support. The study also measured short-term effects, and participants drawn by advertising may be more motivated than typical patients. [1]
Open questions follow directly. Which component did the work? This trial cannot say. A future study could isolate the game, the modules, the therapist contact and their combination, but this report does not assign credit. Does any gain last? The study followed participants only to the end of the intervention period, so durability beyond nine weeks remains unknown. Who else might benefit? The sample averaged 40 years old, was 82% women, and included many people with prior treatment experience; whether similar results would appear in other health systems, among less engaged patients or among people with different symptom profiles is not established. [1]
What to watch next is less glamorous than the headline. A replication with an active comparator rather than a waitlist would clarify whether the bundle beats something more than waiting. Objective adherence measures—rather than an eight-item self-report scale—would test the medication signal more firmly. Follow-up past nine weeks would show whether gains persist. If a CE-marked game were considered for routine care, questions would arise about who provides the on-demand therapist support, how optional modules fit a clinic's workflow and how use is tracked. Those are implementation questions, clearly future questions, not findings from this trial. [1]
The fair takeaway is small and specific. For adults already taking antidepressants who still had symptoms, nine weeks of access to Fig plus optional internet CBT modules plus reachable therapist support modestly outperformed a waitlist on depression and anxiety, and possibly on self-reported adherence. It did not shift quality of life. It was not the game alone. The authors call the evidence preliminary. That is the right word: a signal worth following, not a prescription to fill. [1]
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The result is not a green light for unsupervised self-treatment. It is a reason to ask better questions: which parts help, for whom, for how long, and at what cost in clinician time. The authors themselves call the evidence preliminary; that is not a hedge but a description of a single short trial with a waitlist comparison. A friend reading the study should feel curious, not sold. [1]
Sources
Prepared with AI assistance from the cited sources.
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