Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review.
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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 and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for a
SUBMITTER: Cheng VWS
PROVIDER: S-EPMC6617915 | biostudies-literature | 2019 Jun
REPOSITORIES: biostudies-literature
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