Gamification and serious games in depression care: A systematic mapping study
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Gamification can increase motivation to engage with mental health apps.
“Previous research shows that gamification can increase motivation to engage with mental health apps [42-44], improve mood [45], and activate the ventral striatum, which can enhance individuals’ general reward responsiveness to positive stimuli [21].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [43]
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- Authors
- Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D.
- Affiliations
- Universidade do Vale do Rio dos Sinos (BR)
- Venue
- Telematics and Informatics
- Publisher
- Elsevier BV
- Published
- 2018-04
- Volume
- 35
- Issue
- 1
- Pages
- 213-224
- ISSN
- 0736-5853 (ISSN-L)
- OpenAlex
- W2767852708
- Cited by
- 112
- References
- 41
- Citations by year
- 2026: 5 · 2025: 14 · 2024: 13 · 2023: 14 · 2022: 10 · 2021: 23 · 2020: 13 · 2019: 17 · 2018: 3
- FWCI
- 10.36
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Telematics and Informatics (publishedVersion)
- Funders
- CNPq/Brazil
- National Council for Scientific and Technological Development
- CAPES/Brazil
- Coordination for the Improvement of Higher Education Personnel
- Topics
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Keywords
- gamification, serious games, depression, depression treatment, medication adherence, patient engagement, mobile application, wearable devices, web application, virtual reality, speech analysis, cognitive behavioral therapy, digital mental health interventions
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