Gamification in apps and Technologies for Improving Mental Health and Well-Being: systematic review

Cheng, Vanessa Wan Sze, Davenport, Tracey, Johnson, Daniel, Vella, Kellie, Hickie, Ian B·2019·JMIR Mental Health

Cited by (279)

Items 101–200 of 279

  1. Serious Games and Gamification in Clinical Psychology
    Theresa M. Fleming, Kylie Sutcliffe, Mathijs F. G. Lucassen, Russell Pine, Liesje Donkin · 2020 · Comprehensive Clinical Psychology
  2. Technology-Enhanced Delivery Models to Facilitate the Implementation of Psychologically Informed Practice for Chronic Musculoskeletal Pain
    Doorley, James D, Lentz, Trevor A, Yeh, Gloria Y, Wayne, Peter M, Archer, Kristin R, Vranceanu, Ana-Maria · 2022 · Physical Therapy
  3. Investigating mobile persuasive design for mental wellness: A cross-domain analysis
    Linlin Shi, Xuan Li, Khin Than Win · 2024 · International Journal of Medical Informatics
  4. Gamification as a Customer Loyalty Tool. Evidence from the Italian Banking Industry
    Valeria Roncone, Manuela Massari · 2022
  5. Intelligent Interactive Technologies for Mental Health and Well-Being
    Mladjan Jovanovic, Aleksandar Jevremović, Milica M. Pejovic-Milovancevic · 2021 · Studies in computational intelligence
  6. Gamification Applied to Autism Spectrum Disorder
    Vítor Simões-Silva, António José Marques, Catarina Pinho, Diana Gonçalves Pereira, Joana Ferreira Oliveira, Maria Luísa Barros · 2021 · Advances in psychology, mental health, and behavioral studies (APMHBS) book series
  7. Going Agile, a Post-Pandemic Universal Work Paradigm - A Theoretical Narrative Review
    Dana Rad, Gavril Rad · 2021 · Postmodern Openings
  8. mHealth Technologies for Managing Problematic Pornography Use: Content Analysis
    Nathan Henry, Liesje Donkin, Matt N Williams, Mangor Pedersen · 2022 · JMIR Formative Research
  9. Mobile health in the specific management of first-episode psychosis: a systematic literature review
    Claire Maechling, Antoine Yrondi, Amandine Cambon · 2023 · Frontiers in Psychiatry
  10. Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis
    Ingjerd J Straand, Asbjørn Følstad, Jone Ravndal Bjørnestad · 2024 · JMIR Human Factors
  11. Gamification improves antidepressant effects of cognitive control training—A pilot trial
    Simone Weller, Philipp Alexander Schroeder, Christian Plewnia · 2022 · Frontiers in Digital Health
  12. Efficacy of a Mental Health Game-Board Intervention for Adolescents in Remote Areas: Reducing Stigma and Encouraging Peer Engagement
    Titik Respati, Yudi Feriandi, Rio Frederrico, Eko Nugroho, Jerico Franciscus Pardosi, Adrienne Withall · 2024 · The Open Public Health Journal
  13. Engagement With Meditation Apps: Cross-Sectional Survey of Use and Associations
    Julia Adams, Jonathan Nicholas Davies, Prai Wattanatakulchat, Julieta Galante, Felicity Miller, Simon D’Alfonso, Nicholas T. Van Dam · 2025 · Journal of Medical Internet Research
  14. Focus At Play: Exploring Gamification through A Case Study Of Narrative-Based Focus Apps
    Tippayaporn Pavavimol, Katja Heiskanen, Qian Yang, Isabella Aura, Bojan Kerouš, Aleksandr Ometov, Mikko Valkama, Mattia Thibault · 2024 · International Academic Mindtrek Conference (Mindtrek)
  15. Comprehensive framework for developing mHealth-based behavior change interventions
    Taoufik Rachad, Abderrahim El Hafidy, Meriem Aabbad, Ali Idri · 2024 · Digital Health
  16. Internet use and mental wellbeing in older adults
    Yao Yao, Erdan Dong · 2024 · Nature Human Behaviour
  17. App-Tailoring Requirements to Increase Stress Management Competencies Within Families: Cross-sectional Survey Study
    Laura L. Bischoff, Hannes Baumann, Charlotte Meixner, Patricia Nixon, Bettina Wollesen · 2021 · Journal of Medical Internet Research
  18. Evaluating a Strengths-Based mHealth Tool (MyStrengths): Explorative Feasibility Trial
    Stian Jessen, Jelena Mirković, Elanor Halvorsen Brendmo, Lise Solberg Nes · 2021 · JMIR Formative Research
  19. Applications mobiles pour soutenir la santé mentale des jeunes : opportunités et défis
    Isabelle Ouellet‐Morin, Marie-Pier Robitaille, Robert‐Paul Juster · 2021 · Santé mentale au Québec
  20. Visual Metrics for Educational Videogames Linked to Socially Assistive Robots in an Inclusive Education Framework
    Nayeth Idalid Solórzano Alcívar, Luis C. Herrera Paltan, Leslie R. Lima Palacios, Dennys Paillacho, Jonathan Paillacho · 2021 · Smart innovation, systems and technologies
  21. Evaluation of personalized treatment goals on engagement of SMI patients with an mHealth app
    Lorenzo James, Jordi van Heugten, Pieter M. E. Van Gorp, Raoul Nuijten, Barbara Montagne, Muriel A. Hagenaars, Lily Eva Frank · 2022 · IEEE International Conference on Bioinformatics and Biomedicine (BIBM)
  22. The Use of Gaming in Healthcare
    Anni Pakarinen, Sanna Salanterä · 2020 · Springer eBooks
  23. “You Write Your Own Story”: Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students
    Sarah Anne Brown, Sharon Lynn Chu · 2021 · Lecture notes in computer science
  24. The Motivational Power of Levels and High Scores: Examining their impact on User Experience and Persistence within Gamified Tasks
    Panote Siriaraya, Shunta Adachi, Valentijn Visch, Renske Spijkerman, Shinsuke Nakajima · 2025 · Games Research and Practice
  25. Digital Mental Health Interventions for Adolescents and Young People: Evaluating Efficacy and Accessibility
    Dennis Adjei-Boateng, Chinyere L Ikoh · 2025 · Cureus
  26. Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study
    Bas D L Châtel, Jeroen H. M. Janssen, Geeske M. E. E. Peeters, Rense Corten, Rob Tieben, Menno Deen, Elmy J M Hendriks, Marcel G. M. Olde Rikkert · 2024 · JMIR Serious Games
  27. Typologies and Features of Play in Mobile Games for Mental Wellbeing
    Emma Joy Reay, Minhua Ma, Tanya Krzywinska, Gabriela Pavarini, Siobhan Hugh‐Jones, Anna Mankee‐Williams, Anton Belinskiy, Kamaldeep Singh Bhui · 2023 · Simulation & Gaming
  28. Practical Approach to Designing and Implementing a Recommendation System for Healthy Challenges
    Juan Lopez-Barreiro, José Luis García Soidán, Luis M Álvarez Sabucedo, Juan Manuel Santos-Gago · 2023 · Applied Sciences
  29. Towards Augmenting Mental Health Personnel with LLM Technology to Provide More Personalized and Measurable Treatment Goals for Patients with Severe Mental Illnesses
    Lorenzo James, Maureen Maessen, Laura Genga, Barbara Montagne, Muriel A. Hagenaars, Pieter M. E. Van Gorp · 2024 · Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
  30. CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis
    Silvan Pless, Tim Woelfle, Johannes Lorscheider, Andrea Wiencierz, Óscar Reyes, C. Lucena Luque, Pasquale Calabrese, Cristina Granziera, Ludwig Kappos · 2025 · Journal of Neurology
  31. Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification
    Laura M. van der Lubbe, Charlotte Gerritsen, Michel C. A. Klein, Rachel Florence Rodgers, Koen V. Hindriks · 2023 · Journal of Healthcare Informatics Research
  32. An App-Based Cognitive Behavioral Therapy Program Tailored for College Students: Randomized Controlled Trial
    M. Kim, Yeon-kug Moon, Kyong-Mee Chung · 2024 · JMIR mHealth and uHealth
  33. Incentivising participation in mental health app research: lessons learned from a mixed methods randomised controlled trial
    Holly Alice Bear, Catherine Money, Edward R. Watkins, Mina S. Fazel · 2025 · BJPsych Open
  34. The Impacts of Arts Interventions on Students’ Well-Being Outcomes: A Systematic Review with Pedagogical Outcomes
    Sirui LIU · 2026 · Journal of Happiness Studies
  35. Advancing Mental Health with Immersive Virtual Reality: Benefits, Challenges, and Emerging Trends
    Christos Gkoumas, Leonidas Bourikas, Theofrastos Mantadelis, Eirini Karakasidou · 2024 · IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
  36. Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling
    Joseph Orji, Gerry Chan, Rita Orji · 2025 · Behaviour and Information Technology
  37. Gamification Implementation in Health Service Website in 5.0 Society Era
    Departemen Ilmu Komunikasi, Universitas Komputer Indonesia, Indonesia, Ricky Muhammad Ramdhani, Aditya Dwi Nurrahman, Departemen Ilmu Komunikasi, Universitas Komputer Indonesia, Indonesia, Prayogi Haris Affendi, Departemen Ilmu Komunikasi, Universitas Komputer Indonesia, Indonesia, Leonardi Paris Hasugian, Departemen Sistem Informasi, Universitas Komputer Indonesia, Indonesia, Agis Abhi Rafdhi, Departemen Sistem Informasi, Universitas Komputer Indonesia, Indonesia · 2021 · International Journal of Research and Applied Technology
  38. Strengthening Invisible Ties
    Rogério Augusto Bordini, Oliver Korn · 2022 · International Conference on Information Technology for Social Good (GoodIT)
  39. Accelerating Healthcare Outcomes Uplifting Patient Experiences Pairing Artificial intelligence (AI)
    Bhupinder Singh, Christian Kaunert · 2024 · Advances in medical technologies and clinical practice book series
  40. Noneliness
    Rogério Augusto Bordini, Oliver Korn · 2021 · Annual Symposium on Computer-Human Interaction in Play
  41. Gamification and Coaching in Remote Monitoring and Care Platforms
    Antonios Pardos, Andreas Menychtas, Parisis Gallos, Christos Panagopoulos, Ilias G. Maglogiannis · 2022 · Studies in health technology and informatics
  42. Computer-Assisted Gamification as an Approach to Support Movement Skills Development in Children with Autism Spectrum Disorder
    Jihyun Lee, Julissa Gutierrez · 2023 · Journal of Physical Education Recreation & Dance
  43. Exploring factors affecting Chinese adolescents’ perceived usefulness and engagement with a stress management app: a qualitative study
    Xiaoyun Zhou, Matthew Bambling, Xuejun Bai, Anthony Carl Smith, Sisira Edirippulige · 2023 · Frontiers in Psychology
  44. Does gamification affect the engagement of exercise and well-being?
    Shu-Chen Chang, Yu‐Ping Chiu, Chiao-Chieh Chen · 2023 · International Journal of Electronic Commerce Studies
  45. An Ecological Momentary Intervention for people with social anxiety: A descriptive case study
    Brendan Loo Gee, Philip J. Batterham, Amelia Gulliver, Julia Reynolds, Kathleen M Griffiths · 2021 · Informatics for Health and Social Care
  46. What influences engagement with a bipolar disorder self-management app? A qualitative investigation of use of the PolarUs app
    Emma E. Morton, Rachelle Hole, Heather L. O'Brien, LINDA C. LI, Steven J. Barnes, Erin E. Michalak · 2025 · PLOS Digital Health
  47. VR MRI Training for Adolescents: A Comparative Study of Gamified VR, Passive VR, 360° Video, and Traditional Educational Video
    Yue Yang, Mengyao Guo, Yuting Wu, Wally L. Niu, Emmanuel Angel Corona, Bruce Lewis Daniel, Christoph W. Leuze, Fred M. Baik · 2025 · IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
  48. Is there innovation management of emotions or just the commodification of happiness? A sentiment analysis of happiness apps
    Manuel Mojica, Pedro R. Palos‐Sánchez, Edgar Cabanas · 2024 · European Journal of Innovation Management
  49. Advancements and challenges in methodological approaches for game-based health interventions: a scoping review
    Shaina Glass, Alexia Galati · 2025 · Frontiers in Digital Health
  50. Exploring the Social Dimensions of Virtual/Augmented Reality Sport Gaming: Interplay Among Game Involvement, Interpersonal Relationships, Social Capital, and Psychological Well-Being
    Sanghoon Kim, Sangchul Park, Jun-Phil Uhm, Sungsook Ahn · 2025 · International journal of human computer interactions
  51. Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases: a protocol for a systematic review and meta-analyses from the eHealth Junior Consortium
    Fernando Estévez‐López, Lisa Levelt, Job van ‘t Veer, Micah M. Hrehovcsik, Valentijn Visch, Wichor Matthijs Bramer, Manon H. J. Hillegers, Elise M. van de Putte, Remco C. Veltkamp, Sanne L. Nijhof · 2022 · BMJ Open
  52. Multimedia application for home care of post-surgery patients: care-educational technology prototype
    Joseph Wrague da Conceição, Elisabeta Albertina Nietsche, Cléton Salbego, Silvana Bastos Cogo, Nara Marilene Oliveira Girardon-Perlini, Andrei Pompeu Antunes · 2023 · Revista de Enfermagem da UFSM
  53. Using visual stimuli in narrative career interventions: effects of image-supported storytelling on interview anxiety and performance
    Serene Lin-Stephens, Maurizio Manuguerra · 2023 · International Journal for Educational and Vocational Guidance
  54. The Effectiveness of a Platform based on Gamification in developing Creative thinking among Middle School Students
    Ahmed I. Fallatah · 2023 · Journal of Arts, Literature, Humanities and Social Sciences
  55. High School Teachers’ Experiences of Consumer Technologies for Stress Management During the COVID-19 Pandemic: Qualitative Study
    Julia B Manning, ANN E. BLANDFORD, Julian H. Edbrooke-Childs · 2023 · JMIR Formative Research
  56. Playing to Improve Memory
    Maria Luiza Tertuliano, Inês Ferreira Lopes, Tiago Coelho, Ângela Fernandes · 2023 · Advances in medical technologies and clinical practice book series
  57. mSexHealth: An Overview of Mobile Sexual Health Applications
    Tanja Jurin, Matea Šoštarić, Nataša Jokić‐Begić, Anita Lauri Korajlija · 2022 · Journal of Sex & Marital Therapy
  58. Future Directions of Gamification in Education
    Robert Costello · 2021 · IGI Global eBooks
  59. The role of playfulness in gamification for health behavior motivation
    Yang Qiu · 2024
  60. Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial
    Laura Selänne, Miko Pasanen, Funda Aslan, Anni Pakarinen · 2024 · Simulation & Gaming
  61. Potential Adverse Effects Caused by Gamification Elements in mHealth Apps
    Ivan Rocha, Milene Selbach Silveira · 2024 · Journal of the Brazilian Computer Society
  62. Emerging Paradigms in Non-Profit Governance
    João Santos · 2024 · Advances in logistics, operations, and management science book series
  63. Improving Adherence to Psychotherapy and Clinical Outcome in Patients With Late-Life Depression Through Gamified mHealth Technology
    Yuqing Qiu, Emily A. Carter, Natalie C. Benda, Jo Anne Sirey, Soohyun Kim, Young-Hoon Kim, Zilong Yu, Dimitris N. Kiosses, Patricia Marino, Faith M. Gunning et al. · 2025 · American Journal of Geriatric Psychiatry
  64. The serious gaming randomness in dual-purposed systems: the effect of aleatory uncertainty from the perspective of information deprivation
    Philip Tin Yun Lee, Michael Chau, Richard Wing Cheung Lui · 2025 · Internet Research
  65. Real-World Meditation App Engagement: Longitudinal Study of the Medito Meditation App
    Julia Alice Adams, Jonathan Nicholas Davies, Prai Wattanatakulchat, Julieta Galante, Simon D’Alfonso, Nicholas Christodoulides · 2026 · JMIR mhealth and uhealth
  66. Cost-effectiveness of digital health interventions for supporting mental health of children and young people: a rapid review and narrative synthesis
    Amarech Obse, Gabriela Pavarini, Mina S. Fazel, Minhua Ma, Daisy E. Fancourt, Craig Morgan, Eli P Harriss, Kamaldeep Singh Bhui, Lindsay Smith, Siobhan Hugh‐Jones et al. · 2026 · European Child & Adolescent Psychiatry
  67. Investigating the mobile messenger app-based intervention delivered by a therapeutic companion agent for young adults with depressive symptoms: A proof-of-concept and quasi-experimental study
    Youngjae Yoo, Minuk Kim, Soyoung Kim, Gayeon Lee, Jinwoo Kim · 2026 · Digital Health
  68. sFEra APP: Description and Usability of a Novel Tablet Application for Executive Functions Training
    Carol Coricelli, Marilena Aiello, Alberta Lunardelli, Giulia Galli, Raffaella Ida Rumiati · 2022 · Journal of Cognitive Enhancement
  69. Mobile applications for individuals affected by a traumatic event: A systematic review of qualitative findings
    Laurent Corthésy-Blondin, Alexandre Lemyre, Mélanie Poitras, Stéphane Guay · 2023 · Technology Mind and Behavior
  70. The Impact of Using Gamified Augmented Reality in Developing Learning Engagement and Quality of Learning Life among Tenth-Grade Physics Students
    Majed Alharthi · 2024 · International Journal for Research in Education
  71. AR and VR in Health Expansions and Medical Education
    Bhupinder Singh, Christian Kaunert · 2024 · Advances in computational intelligence and robotics book series
  72. “It's Time. Time for Digital Security.”: An End User Study on Actionable Security and Privacy Advice
    Anna Lena Rotthaler, Harshini Sri Ramulu, Lucy Simko, Sascha Fahl, Yasemin Acar · 2025 · IEEE Symposium on Security and Privacy (S&P)
  73. LiveWell RERC State of the Science Conference Report on ICT Access to Support Community Living, Health and Function for People with Disabilities
    John Morris, Mike Jones, Frank DeRuyter, David F. Putrino, Catherine E. Lang, Danielle E. Jake‐Schoffman · 2019 · International Journal of Environmental Research and Public Health
  74. Biomedical Analysis of Social Media/Video Games Addiction and Gamification of Neurocognitive Therapy for Rehabilitation
    V. D., K. K., S. V · 2021 · Advances in Medical Technologies and Clinical Practice
  75. Gamified Mobile Health Interventions for Mental Well-Being of Older Adults
    Thuy-Trinh Nguyen, Joseph C. M. Chai, Øystein Eiring, Wenru Wang, Ronald R. O’Donnell, Hoang D. Nguyen · 2021 · Lecture notes in computer science
  76. Translating Games Into Effective Health Results Using Digital Tools
    Duarte Vital Brito, Hernâni Zão Oliveira · 2021 · Advances in medical education, research, and ethics (AMERE) book series
  77. A Review of Gamification Related to Mental Health Treatment
    Calvin Arihta, Daniel Fujiono, Verónica Verónica, Jurike V. Moniaga, Indra Dwi Rianto · 2022
  78. Features of a good app
    Robin M. Dawson, Sara B. Donevant · 2023 · Elsevier eBooks
  79. How Playfulness Can Enable Greater Understanding of Game-Based Adult Mental Health Interventions
    Leland Masek · 2023 · Lecture notes in computer science
  80. A Conceptual Game-based Design Model: Game Elements for Enhancing User Motivation
    2022 · Journal of System and Management Sciences
  81. Post-Pandemic HCI—Living Digitally: Well-Being-Driven Digital Technologies
    Effie Lai‐Chong Law, Julio Abascal · 2021 · Interacting with Computers
  82. Improving mental well-being in psychocardiology—a feasibility trial for a non-blended web application as a brief metacognitive-based intervention in cardiovascular disease patients
    Larionov, Katharina, Petrova, Ekaterina, Demirbuga, Nurefsan, Werth, Oliver, Breitner, Michael H., Gebhardt, Philippa, Caldarone, Flora, Duncker, David, Westhoff-Bleck, Mechthild, Sensenhauser, Anja et al. · 2023 · Frontiers in Psychiatry
  83. Gamification in mHealth - Opportunities and Privacy Risks
    Ramona Schmidt, Ina Schiering · 2022 · IFIP advances in information and communication technology
  84. Designing VR Music Game for Stress Reduction
    Kirak Kim, Hyojin Kim, You-Jin Choi, Juhan Nam, Jeongmi Lee · 2025 · IEEE Conference on Virtual Reality and 3D User Interfaces
  85. Protocol of the Tailored Evidence-based Enhancements in Mental Health-Gamified and Individualized Follow-Up Treatment for Suicide (TEEM-GIFTS): a Multiphase Optimization Strategy (MOST) study implementing a gamified mHealth intervention to reduce postdischarge suicide risk in patients with mental disorders in Shenzhen
    Fengsu Hou, Huiming Liu, Yuanhan Bai, Bo Peng, Guanjie Chen, Yingli Zhang, Donghui Wu, Tiantian Fu, LuYao Hu, Jinghua Li · 2025 · BMJ Open
  86. Is there a virtual personality? A psycholexical informed exploratory study of personality traits in virtual environments in Spanish-speaking population
    Alejandro Castro Solano, Guadalupe de la Iglesia · 2025 · Personality Science
  87. Designing and implementing a self-learning game with a problem-solving approach to improve students’ personal health and healthy nutrition behavior
    Hossein Ajam Noroozi, Nader Sharifi, Hamid Joveini, Mohammad Hassan Rakhshani, Mansoureh Alipour Anbrani · 2025 · BMC Research Notes
  88. The Role of AI in Children's Mental Health and Well-Being Empowerment
    Louiza M. Ioannidou, Agathi Argyriadi, Alexandros Argyriadis · 2025 · Advances in computational intelligence and robotics book series
  89. Therapy Companion Mobile App for Acceptance and Commitment Therapy Exercises (ACTaide): Therapist and Client Co-Design Study
    Serena Thapar, Daniela Quesada, Bärbel Knaüper · 2025 · JMIR Formative Research
  90. Wearable Sensors, Real-Time Monitoring and Data Assimilation in Healthcare Resonates
    Bhupinder Singh · 2025 · Advances in medical technologies and clinical practice book series
  91. Gamifying cultural heritage: A comparative study of handheld and wearable MR technologies
    Leman Figen Gül, Derya Güleç Özer, Elif Sezen Yağmur-Kilimci, Emirhan Coşkun, Begüm Moralıoğlu, Varlık Yücel · 2025 · Digital Applications in Archaeology and Cultural Heritage
  92. Gamified Change: The Transformative Impact of Reflection, Empowerment, and Gamification Motivation
    Afshin Tanouri, Ann-Marie Kennedy, E. Veer · 2025 · Journal of Consumer Behaviour
  93. Understanding Motivations and Barriers to Digital Health Adoption Among Older Adults in Singapore: A Qualitative Multi-Stakeholder Study
    Huanyu Bao, Zhi Ying Lee, Gayle Lee, Edmund W. J. Lee · 2026 · Journal of Technology in Behavioral Science
  94. mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review
    Xi Chen, Yishu Zhu, Dian Jiang, Jundan Huang, Qi Xie, Yishi Chen, Jing Chang, Weiping Huang, Hongting Ning, Hui Feng · 2026 · JMIR mhealth and uhealth
  95. Use of Health and Well-Being Technology, Basic Psychological Needs, and the Mediating Role of Technological Identity in 6 European Countries: Prospective Longitudinal Survey Study
    Moona Heiskari, Aki Koivula, Magdalena Celuch, Iina Savolainen, Teijo Osma, Atte Oksanen · 2026 · Journal of Medical Internet Research
  96. Visualizing Wellness: The Myant Skiin System Connected Life App
    Sara L. Diamond, Ajaz Hussain, Renn Scott, Rittika Basu, Shunrong Cao, Manisha Laroia, Veda Adnani · 2021 · Lecture notes in computer science
  97. Digitale und technische Unterstützungssysteme zur Gesundheitsförderung in der Pflege
    Andreas Argubi‐Wollesen, Bettina Wollesen · 2023 · Springer eBooks
  98. An analysis of gamification elements in mHealth applications
    Ivan Rocha, Milene Selbach Silveira · 2023 · Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais
  99. Be Mindful of User Preferences: An Explorative Study on Game Design Elements in Mindfulness Applications
    Shanshan Hu, Aylin Usta, Manuel Schmidt-Kraepelin, Simon Warsinsky, Scott Thiebes, Ali Sunyaev · 2023 · Hawaii International Conference on System Sciences (HICSS)
  100. Defend Your Castle – A Mobile Augmented Reality Multiplayer Game
    Bruna Leitão, Carlos José de Castro Costa, Alexandrino Gonçalves, Anabela Marto · 2023 · International Conference on Graphics and Interaction (ICGI)