Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement
Meta-analyses have shown that digital mental health apps can be efficacious in reducing
symptoms of depression and anxiety. However, real-world usage of apps is typically not …
symptoms of depression and anxiety. However, real-world usage of apps is typically not …
A review of popular smartphone apps for depression and anxiety: assessing the inclusion of evidence-based content
AR Wasil, KE Venturo-Conerly, RM Shingleton… - Behaviour research and …, 2019 - Elsevier
Smartphone applications for the treatment of depression and anxiety have acquired millions
of users, yet little is known about whether they include evidence-based therapeutic content …
of users, yet little is known about whether they include evidence-based therapeutic content …
How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research
W Alhalafawy, MT Zaki - International Journal of Emerging …, 2022 - learntechlib.org
Gamification systems on digital platforms are among the essential systems that can motivate
learners towards achieving educational gains and goals. Self-regulated learning skills …
learners towards achieving educational gains and goals. Self-regulated learning skills …
Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial
S Litvin, R Saunders, MA Maier, S Lüttke - PLoS one, 2020 - journals.plos.org
Forty percent of all general-practitioner appointments are related to mental illness, although
less than 35% of individuals have access to therapy and psychological care, indicating a …
less than 35% of individuals have access to therapy and psychological care, indicating a …
A bibliometric analysis of gamification research
Gamification has rapidly emerged as one of the favorite persuasive technologies widely
used with the aim of promoting a positive change in the user's behavior by means of …
used with the aim of promoting a positive change in the user's behavior by means of …
Promoting physical and mental health among children and adolescents via gamification—A conceptual systematic review
E Gkintoni, F Vantaraki, C Skoulidi… - Behavioral …, 2024 - mdpi.com
The rapid growth in digital technology usage among children and adolescents has
highlighted the need for novel approaches to promote their physical and mental health. This …
highlighted the need for novel approaches to promote their physical and mental health. This …
[HTML][HTML] The effects of gamification on computerized cognitive training: systematic review and meta-analysis
Background There has been a growing interest in the application of gamification (ie, the use
of game elements) to computerized cognitive training. The introduction of targeted …
of game elements) to computerized cognitive training. The introduction of targeted …
Understanding the dark side of gamification health management: A stress perspective
H Yang, D Li - Information Processing & Management, 2021 - Elsevier
Despite the prevalent use of gamification in the health management context, its “dark side”
for users remains unknown. To fill this research gap, we used the person–environment fit …
for users remains unknown. To fill this research gap, we used the person–environment fit …
Digital interventions for substance use disorders in young people: rapid review
M Monarque, J Sabetti, M Ferrari - Substance abuse treatment, prevention …, 2023 - Springer
Background Young people are disproportionately more likely than other age groups to use
substances. The rise in substance use and related harms, including overdose, during the …
substances. The rise in substance use and related harms, including overdose, during the …
[HTML][HTML] The role of AI in serious games and gamification for health: scoping review
Background: Artificial intelligence (AI) and game-based methods such as serious games or
gamification are both emerging technologies and methodologies in health care. The …
gamification are both emerging technologies and methodologies in health care. The …