BACKGROUND: There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. OBJECTIVE: This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and techn...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Background: Automatic biases, such as attentional biases and avoidance and interpretative biases, ha...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Background: Automatic biases, such as attentional biases and avoidance and interpretative biases, ha...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background: Adherence to effective Web-based interventions for common mental disorders (CMDs) and we...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
NoThe use of serious games and gamification to promote learning has a long history. More recently, s...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Background: Automatic biases, such as attentional biases and avoidance and interpretative biases, ha...