[HTML][HTML] Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users' informed decision making and practical implications

R Wang, R Bush-Evans, E Arden-Close, E Bolat… - Computers in Human …, 2023 - Elsevier
In the current age of emerging technologies and big data, transparency has become an
important issue for technology users and online consumers. However, there is a lack of …

[HTML][HTML] Understanding engagement strategies in digital interventions for mental health promotion: scoping review

M Saleem, L Kühne, KK De Santis… - JMIR mental …, 2021 - mental.jmir.org
Background Digital interventions offer a solution to address the high demand for mental
health promotion, especially when facing physical contact restrictions or lacking …

[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review

VWS Cheng, T Davenport, D Johnson, K Vella… - JMIR mental …, 2019 - mental.jmir.org
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 …

[HTML][HTML] 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 …

[HTML][HTML] Current state and future directions of technology-based ecological momentary assessment and intervention for major depressive disorder: a systematic review

D Colombo, J Fernández-Álvarez, A Patané… - Journal of clinical …, 2019 - mdpi.com
Ecological momentary assessment (EMA) and ecological momentary intervention (EMI) are
alternative approaches to retrospective self-reports and face-to-face treatments, and they …

Effect of a game-based intervention designed to enhance social incentives to increase physical activity among families: the BE FIT randomized clinical trial

MS Patel, EJ Benjamin, KG Volpp, CS Fox… - JAMA internal …, 2017 - jamanetwork.com
Importance Gamification, the application of game design elements such as points and levels
in nongame contexts, is often used in digital health interventions, but evidence on its …

[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 …

[HTML][HTML] Interventions with digital tools for mental health promotion among 11–18 year olds: A systematic review and meta-analysis

M Wright, F Reitegger, H Cela, A Papst… - Journal of youth and …, 2023 - Springer
The availability of digital tools aiming to promote adolescent mental health is rapidly
increasing. However, the field lacks an up-to-date and focused review of current evidence …

[HTML][HTML] The engagement problem: A review of engagement with digital mental health interventions and recommendations for a path forward

JM Lipschitz, CK Pike, TP Hogan, SA Murphy… - … treatment options in …, 2023 - Springer
Purpose of the review Digital mental health interventions (DMHIs) are an effective and
accessible means of addressing the unprecedented levels of mental illness worldwide …