Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement

A Wu, MA Scult, ED Barnes, JA Betancourt, A Falk… - NPJ digital …, 2021 - nature.com
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 …

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 …

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 …

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 …

A bibliometric analysis of gamification research

M Trinidad, M Ruiz, A Calderon - IEEE Access, 2021 - ieeexplore.ieee.org
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 …

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 …

[HTML][HTML] The effects of gamification on computerized cognitive training: systematic review and meta-analysis

JF Vermeir, MJ White, D Johnson, G Crombez… - JMIR serious …, 2020 - games.jmir.org
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 …

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 …

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 …

[HTML][HTML] The role of AI in serious games and gamification for health: scoping review

D Tolks, JJ Schmidt, S Kuhn - JMIR Serious Games, 2024 - games.jmir.org
Background: Artificial intelligence (AI) and game-based methods such as serious games or
gamification are both emerging technologies and methodologies in health care. The …