Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (4)

Search Parameters:
Keywords = gamification for mental wellbeing

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
16 pages, 2662 KiB  
Article
Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification
by Yun Jung Yeh, Sarah S. Jo and Youngjun Cho
Software 2025, 4(2), 8; https://doi.org/10.3390/software4020008 - 1 Apr 2025
Cited by 1 | Viewed by 777
Abstract
Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood [...] Read more.
Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR’s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one’s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention. Full article
Show Figures

Figure 1

43 pages, 4170 KiB  
Systematic Review
Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review
by Evgenia Gkintoni, Fedra Vantaraki, Charitini Skoulidi, Panagiotis Anastassopoulos and Apostolos Vantarakis
Medicina 2024, 60(12), 2085; https://doi.org/10.3390/medicina60122085 - 19 Dec 2024
Cited by 9 | Viewed by 4556
Abstract
Background and Objectives: This systematic review examines the integration of gamified health promotion strategies in school settings, with a focus on their potential to positively influence health behaviors and promote well-being among adolescents. This study explores the incorporation of cognitive behavioral therapy (CBT), [...] Read more.
Background and Objectives: This systematic review examines the integration of gamified health promotion strategies in school settings, with a focus on their potential to positively influence health behaviors and promote well-being among adolescents. This study explores the incorporation of cognitive behavioral therapy (CBT), artificial intelligence, and neuropsychological principles in gamified interventions, aiming to enhance engagement and effectiveness. Materials and Methods: A narrative synthesis of 56 studies, following PRISMA guidelines, underscores the significant impact of these gamified interventions on mental health outcomes, emphasizing reductions in anxiety, depression, and burnout while improving coping skills and lifestyle habits. The focus of key areas in mental health outcomes, emotional regulation, cognitive flexibility, and adherence mechanisms is explored through quantitative and qualitative syntheses to underscore intervention effectiveness and design principles. Results: This review highlights the high-quality evidence supporting the use of gamification in educational settings and calls for further research to optimize design elements and address implementation barriers. The findings propose that well-designed gamified health interventions can effectively engage students, promote healthy behaviors, and improve mental well-being while acknowledging the need for further studies to explore underlying mechanisms and long-term effects. Conclusions: Gamified health interventions that embed CBT and neuropsychological principles are promising for promoting the mental well-being of schoolchildren. Although the evidence indicates that they are effective in improving psychological and behavioral outcomes, further research is needed to optimize design features and overcome implementation challenges to ensure wider and more sustainable application. Full article
(This article belongs to the Section Psychiatry)
Show Figures

Figure 1

19 pages, 853 KiB  
Article
Could Gamification Be a Protective Factor Regarding Early School Leaving? A Life Story
by Laura Guerrero-Puerta and Miguel. A Guerrero
Sustainability 2021, 13(5), 2569; https://doi.org/10.3390/su13052569 - 27 Feb 2021
Cited by 9 | Viewed by 3914
Abstract
The European Union has recognized the close relationship between mental health, well-being, and education, encouraging studies and whole school interventions that work in the interrelationship between mental health and school, especially in aspects related to Early School Leaving (ESL). Literature shows that there [...] Read more.
The European Union has recognized the close relationship between mental health, well-being, and education, encouraging studies and whole school interventions that work in the interrelationship between mental health and school, especially in aspects related to Early School Leaving (ESL). Literature shows that there are research gaps in this regard, but there are some inklings to think that innovative teaching methods can improve both adolescent´s mental health and reduce the rates of ESL. The main objective of this article was to find out how the use of game-based teaching techniques affects the well-being of students at risk of ESL. The life story of one young student that has left school early has been studied, focusing on the impact that gamification had in his scholar trajectory and well-being. Data analysis was carried using the constructivist version of the grounded theory. Results showed a certain degree of interrelation between all three aspects. Pointing that a period of gamification can have a positive effect in school engagement as a result of better levels of wellbeing, but also, that if this methodology is not maintained or accompanied it can cause a rebound effect acting as a risk factor to ESL. Full article
(This article belongs to the Section Sustainable Education and Approaches)
Show Figures

Figure 1

7 pages, 212 KiB  
Communication
ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
by Daniel Tolks, Michael Sailer, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus and David Horstmann
Information 2019, 10(2), 58; https://doi.org/10.3390/info10020058 - 12 Feb 2019
Cited by 15 | Viewed by 9918
Abstract
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve [...] Read more.
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of ‘The Wellbeing Game’, to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autonomy, and social relatedness according to the self-determination theory. Full article
(This article belongs to the Special Issue Serious Games and Applications for Health (SeGAH 2018))
Back to TopTop