Furthermore, even with Internet access and a sufficient level of digital literacy so as to be open to using a healthy living app, as is the case of 37% of UK individuals, only 3% use them . This highlights that more research needs to be undertaken in exploring the factors that influence individuals’ attitudes and behavioral intentions to use such apps. For example, previous research has shown that gamification, “the use of game design elements in nongame contexts” , can represent a highly effective way to engage users with mHealth apps . Another important consideration is that, in the present study, users of not only SF but also QG stated that the lack of human contact from a trained health care worker made mobile apps less attractive as a single therapy form for them. This raises important questions in terms of the overall capabilities of CBT delivered via mobile apps. Such findings suggest the need for a study investigating both objective and subjective measures, as well as their interaction.