[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] Serious gaming and gamification education in health professions: systematic review

SV Gentry, A Gauthier, BLE Ehrstrom, D Wortley… - Journal of medical …, 2019 - jmir.org
Background: There is a worldwide shortage of health workers, and this issue requires
innovative education solutions. Serious gaming and gamification education have the …

[HTML][HTML] Evidence synthesis of digital interventions to mitigate the negative impact of the COVID-19 pandemic on public mental health: rapid meta-review

C Rauschenberg, A Schick, D Hirjak, A Seidler… - Journal of medical …, 2021 - jmir.org
Background Accumulating evidence suggests the COVID-19 pandemic has negative effects
on public mental health. Digital interventions that have been developed and evaluated in …

Annual Research Review: Digital health interventions for children and young people with mental health problems–a systematic and meta‐review

C Hollis, CJ Falconer, JL Martin… - Journal of Child …, 2017 - Wiley Online Library
Background Digital health interventions (DHI s), including computer‐assisted therapy,
smartphone apps and wearable technologies, are heralded as having enormous potential to …

Virtual reality exergames for improving older adults' cognition and depression: a systematic review and meta-analysis of randomized control trials

HY Yen, HL Chiu - Journal of the American Medical Directors Association, 2021 - Elsevier
Objectives Virtual reality (VR) exergames are an innovative approach to promote older
adults' mental health. VR exergames are active video games controlled by bodily …

Potential applications of social robots in robot-assisted interventions for social anxiety

S Rasouli, G Gupta, E Nilsen, K Dautenhahn - International Journal of …, 2022 - Springer
Social anxiety disorder or social phobia is a condition characterized by debilitating fear and
avoidance of different social situations. We provide an overview of social anxiety and …

Serious games and gamification for mental health: current status and promising directions

TM Fleming, L Bavin, K Stasiak… - Frontiers in …, 2017 - frontiersin.org
Computer games are ubiquitous and can be utilized for serious purposes such as health
and education.“Applied games” including serious games (in brief, computerized games for …

Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis

HM Lau, JH Smit, TM Fleming, H Riper - Frontiers in psychiatry, 2017 - frontiersin.org
Introduction The development and use of serious games for mental health disorders are on
the rise. Yet, little is known about the impact of these games on clinical mental health …

Cognitive behavioural therapy (CBT), third‐wave CBT and interpersonal therapy (IPT) based interventions for preventing depression in children and adolescents

SE Hetrick, GR Cox, KG Witt, JJ Bir… - Cochrane database of …, 2016 - cochranelibrary.com
Background Depression is common in young people. It has a marked negative impact and is
associated with self‐harm and suicide. Preventing its onset would be an important advance …

Maximizing the impact of e-therapy and serious gaming: time for a paradigm shift

TM Fleming, D De Beurs, Y Khazaal, A Gaggioli… - Frontiers in …, 2016 - frontiersin.org
Internet interventions for mental health, including serious games, online programs, and
apps, hold promise for increasing access to evidence-based treatments and prevention …