2019
DOI: 10.2196/13717
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Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

Abstract: 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 … Show more

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Cited by 173 publications
(164 citation statements)
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References 51 publications
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“…Both the co‐design and knowledge translation processes acknowledged engagement and user retention problems, which have been increasingly documented . These problems were addressed by developing a tips‐and‐advice feature, integrating the prototype with university social media channels and including a 21‐day online challenge (Box 1).…”
Section: Resultsmentioning
confidence: 99%
“…Both the co‐design and knowledge translation processes acknowledged engagement and user retention problems, which have been increasingly documented . These problems were addressed by developing a tips‐and‐advice feature, integrating the prototype with university social media channels and including a 21‐day online challenge (Box 1).…”
Section: Resultsmentioning
confidence: 99%
“…Leveraging the principles of commercial e-gaming (goal setting, the accumulation of points, dashboards for real-time feedback, multiple levels of difficulty, rewards and badges, and in-game communication with other participants), gamification offers the potential to support behavior modification to promote physical activity, healthy lifestyles, medication adherence, and mental health, among other positive behaviors and outcomes [13]. Despite the potential benefits of gamification, more research and development are needed to ensure the incorporation of proper behavior modification principles into the design of technology-based interventions [14] and the durability of positive health outcomes [15].…”
Section: Discussionmentioning
confidence: 99%
“…We used the Korean version of the Stroop Color-Word Test for children in this study. Its reliability (Cronbach's α) has been found to be 0.72 among the normative population and 0.73 among the clinical population [24]. The Korean norms for this test are available for those who are between the ages of 5 to 14 years.…”
Section: Korean Wechsler Intelligence Scale For Children-fourth Editimentioning
confidence: 99%
“…According to the conclusions of Cheng, Davenport, Johnson, Vella, and Hickie [24]'s systematic review of articles on gamification, the most commonly targeted mental health problems are anxiety disorder and a poor wellbeing, whereas the least commonly targeted mental health problems are conduct disorder, bipolar disorder, self-injurious behaviors, schizophrenia, and ADHD. They have also observed that gamification may serve as a new means by which human behavior can be changed (i.e., when compared to the traditional approach).…”
Section: Introductionmentioning
confidence: 99%
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