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ABSTRACT: Background
Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of "active" technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being.Objective
This study seeks to review the literature to examine
SUBMITTER: Brown M
PROVIDER: S-EPMC5014987 | biostudies-literature | 2016 Aug
REPOSITORIES: biostudies-literature