[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] Evaluating the effectiveness of gamification on physical activity: systematic review and meta-analysis of randomized controlled trials

A Mazeas, M Duclos, B Pereira, A Chalabaev - Journal of medical Internet …, 2022 - jmir.org
Background Gamification refers to the use of game elements in nongame contexts. The use
of gamification to change behaviors and promote physical activity (PA) is a promising …

[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] Quality, usability, and effectiveness of mHealth apps and the role of artificial intelligence: current scenario and challenges

A Deniz-Garcia, H Fabelo… - Journal of Medical …, 2023 - jmir.org
The use of artificial intelligence (AI) and big data in medicine has increased in recent years.
Indeed, the use of AI in mobile health (mHealth) apps could considerably assist both …

[HTML][HTML] The effects of mHealth-based gamification interventions on participation in physical activity: systematic review

L Xu, H Shi, M Shen, Y Ni, X Zhang, Y Pang… - JMIR mHealth and …, 2022 - mhealth.jmir.org
Background It is well known that regular physical exercise has associated benefits; yet,
participation remains suboptimal. Mobile health (mHealth) has become an indispensable …

[HTML][HTML] Examining the effectiveness of gamification in mental health apps for depression: systematic review and meta-analysis

SG Six, KA Byrne, TP Tibbett… - JMIR mental health, 2021 - mental.jmir.org
Background: Previous research showed that computerized cognitive behavioral therapy can
effectively reduce depressive symptoms. Some mental health apps incorporate gamification …

[HTML][HTML] User engagement and attrition in an app-based physical activity intervention: secondary analysis of a randomized controlled trial

S Edney, JC Ryan, T Olds, C Monroe, F Fraysse… - Journal of Medical …, 2019 - jmir.org
Background The success of a mobile phone app in changing health behavior is thought to
be contingent on engagement, commonly operationalized as frequency of use. Objective …

[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study

Z Zhao, A Arya, R Orji, G Chan - JMIR serious games, 2020 - games.jmir.org
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …

[HTML][HTML] Creating gameful design in mHealth: a participatory co-design approach

S Jessen, J Mirkovic, CM Ruland - JMIR mHealth and uHealth, 2018 - mhealth.jmir.org
Background: Gameful designs (gamification), using design pieces and concepts typically
found in the world of games, is a promising approach to increase users' engagement with …

[HTML][HTML] Effectiveness of digital interventions for reducing behavioral risks of cardiovascular disease in nonclinical adult populations: systematic review of reviews

N Gold, A Yau, B Rigby, C Dyke, EA Remfry… - Journal of medical …, 2021 - jmir.org
Background Digital health interventions are increasingly being used as a supplement or
replacement for face-to-face services as a part of predictive prevention. They may be offered …