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 201–279 of 279

  1. The effectiveness of an intervention using LAWE (loveliness and well-being of employees) app to improve the employee’s mental well-being
    Mohammad Ali Morowatisharifabad, Abedin Iranpour, Mohammadreza Rajabalipour · 2024 · Health Promotion Perspectives
  2. Feasibility and acceptability of remote technologies for the treatment of trauma- and stressor-related disorders in adults: mixed-methods systematic review
    Marjolaine Rivest‐Beauregard, Justine Fortin, Élyse Gauthier, Michelle H. Lonergan, Alain Brunet, Manuela Ferrari · 2025 · BJPsych Open
  3. Green gamification in marketing: Bibliometric mapping, framework-based systematic review, and future research agenda
    Bang Nguyen‐Viet, Yen Thi Hoang Nguyen · 2025 · Acta Psychologica
  4. Fidelity in the context of adapting a digital intervention for depression from an evidence-based in-person format in Vietnam
    Leena W. Chau, Jill Murphy, Vu Cong Nguyen, Hai Nhu Tran, Harry Minas, Raymond Wing Moon Lam, Kanna Hayashi, T U O N G Nguyen, Emanuel Krebs, John O'Neil · 2026 · BMC Health Services Research
  5. The Use of Gamification in Social Phobia
    Vítor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António José Marques · 2020 · Advances in medical technologies and clinical practice book series
  6. A gamificação como estratégia de ensino e capacitação sob o contexto da administração de medicamentos
    Ingridy Tayane Gonçalves Pires Fernandes, Elaine Aparecida Leoni, Solange Aparecida Caetano, Plínio Regino Magalhães, Péricles Cristiano Batista Flores, Lucilení Narciso de Souza, Leandro Spalato Torres, Márcia Zotti Justo Ferreira, Anelvira de Oliveira Florentino, Aparecida Lima do Nascimento et al. · 2023 · Global Clinical Research Journal
  7. El juego como estrategia de intervención educativa ante los trastornos depresivos en la infancia: diseño, desarrollo y ejecución de un videojuego en realidad virtual
    Kim Martínez García · 2022
  8. mHealth for Illness Self-Management for People With Schizophrenia
    Raquel Simões de Almeida · 2020 · Advances in medical technologies and clinical practice book series
  9. فاعلية الفصول المقلوبة القائمة على محفزات الألعاب في تنمية التفكير فوق المعرفي لدى طلاب السنة التحضيرية بجامعة جدة
    Majed Alharthi · 2021 · Journal of Arts, Literature, Humanities and Social Sciences
  10. Identifying Potential Gamification Elements for A New Chatbot for Families with Neurodevelopmental Disorders: A User-Centred Design Approach (Preprint)
    Truong An Bui, Megan Pohl, Cory Scott Rosenfelt, Tatiana Ogourtsova, Mahdieh Yousef, Kerri Whitlock, Annette Majnemer, David B. Nicholas, Carrie Demmans Epp, Osmar R. Zai͏̈ane et al. · 2021
  11. Future Directions of Gamification in Education
    2020 · Advances in educational technologies and instructional design book series
  12. Exploring the role of health apps in supporting young people with depression: a mixed methods study
    Laura Martinengo · 2021
  13. A gamificação em aplicativos mHealth para o bem-estar: Um mapeamento sistemático da literatura
    Marcos Vinnicius Martins, Gabriel Guebarra Conejo, Marcelo da Silva Hounsell, Isabela Gasparini · 2021 · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames)
  14. m-Health Technologies for Managing Problematic Pornography Use: A Literature Review and Content Analysis of Current Apps (Preprint)
    Nathan Henry, Liesje Donkin, Matt N Williams, Mangor Pedersen · 2022
  15. The Use of Gamification in Social Phobia
    Vítor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António José Marques · 2022 · IGI Global eBooks
  16. Adolescents’ fight against the negative effects of the Covid-19 social lockdown: case of Culiacán, Sinaloa, México
    Kristian Armando Pineda Castillo · 2022 · IE Revista de Investigación Educativa de la REDIECH
  17. Digital technologies in mental health services for adolescents Under the COVID-19 Pandemic
    Lechun Xiao, Ting Wang · 2023 · Atlantis Highlights in Computer Sciences/Atlantis highlights in computer sciences
  18. Uso de la gamificación aplicada al empoderamiento y prevención del consumo de alcohol en menores de edad
    Pedro Antonio de la Rosa · 2020
  19. ALICIA EN EL PAÍS DE LOS VIDEOJUEGOS: UN RECORRIDO DESDE LOS ESTUDIOS CIENTÍFICOS SOBRE LOS MUNDOS VIRTUALES
    Valeria Livia Baschera · 2023 · SASH. Revista argentina de sexualidad humana/SASH Revista Argentina de Sexualidad Humana
  20. Out of the Box: Lessons from the COVID-19 School Lockdowns for Future Learning Environments
    Anne E. Southall, Craig G. Deed, Elizabeth A. Matthews, Paula Cardellino · 2023 · Springer eBooks
  21. Gamified web-delivered attentional bias modification training for the management of chronic pain
    Julie F Vermeir · 2023 · Queensland University of Technology
  22. The Effect of Using Flipped Classrooms Based on Gamification in Developing Self-regulated Learning Skills and Educational Resilience among Third-intermediate Students in English Language
    Ali Hassan Najmi · 2023 · International Journal for Research in Education
  23. heyy, how are you doing? – Redefine employees’ outlook towards mental health
    S Divya, Mahima Sahi · 2023 · Emerald Emerging Markets Case Studies
  24. Supplemental Material for 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
  25. فاعلية برنامج تدريبي عبر المنصات التحفيزية لتنمية مهارات إنتاج التطبيقات النقالة لدى معلمات المرحلة المتوسطة
    د. مروة زكي توفيق زكي, د. وليد يسري عبدالحي الرفاعي, أ. مروة عبدالله عبدالعزيز الزنبقي, أ.د. وليد سالم محمد الحلفاوي · 2024 · Journal of Arts, Literature, Humanities and Social Sciences
  26. Design of a Chatbot for Relieving Academic Stress in Adolescent Students
    Aditi Malik, Tarun Kumar · 2024 · Lecture notes in networks and systems
  27. Mental Hub: Incrementing Patient's Adherance to Therapy for Maladaptive Eating Behavior Using Gamified Cognitive Behavioral Therapy
    Mary Jane C. Samonte, Nadrin Christian C. Caluya, Leigh Ann M. Competente, Ron Andrew Relayo · 2024 · International Conference on Computer and Communication Systems (ICCCS)
  28. Online Support: Harnessing Technology for a Digital Generation
    Jonathan Glazzard, Anthea Rose · 2024 · Emerald Group Publishing Limited eBooks
  29. An App-based CBT Program tailored for College Students: A Randomized Controlled Trial (Preprint)
    Min Hee Kim, Kyong‐Mee Chung · 2024
  30. The Psychological Impact and Management of Chronic Diseases: The Role of Gamification
    B. Arslan, Özlem Ülkü Bulut, Meltem Meriç · 2024 · Springer eBooks
  31. Unleashing Machine Learning in Physical and Mental Wellbeing
    Gurveer Singh, Bhupinder Singh, Kittisak Jermsittiparsert · 2024 · Advances in human and social aspects of technology book series
  32. Impending Transformation of Untethered Care Focusing Patient Management
    Bhupinder Singh, Kittisak Jermsittiparsert, Christian Kaunert, Anjali Singh Raghav · 2024 · Advances in human and social aspects of technology book series
  33. Transmuting Healthcare Industry in Digital Field
    Kittisak Jermsittiparsert, Bhupinder Singh · 2024 · Advances in human and social aspects of technology book series
  34. Limitless Possibilities of Augmented-Virtual Reality, Smart Wearable, and Intelligent Systems for Healthcare
    Bhupinder Singh, Christian Kaunert · 2024 · Advances in medical technologies and clinical practice book series
  35. Games and gamification of mental health
    Pragya Lodha, Ankita Gupta, Snehal Jog, Avinash Desousa · 2025 · Elsevier eBooks
  36. Gamification for Health and Online Communities: Enhancing Medication Adherence and Emotional Well-being in Pediatric Thalassemia
    Wendu Sha, Xuhang Wang, Yibo Zhu, Fucheng Xie, Baha Ihnaini, Hemn Barzan Abdalla · 2024 · International Symposium on Computer Science and Intelligent Control (ISCSIC)
  37. Menstrual Düzensizliklerin Yönetiminde Oyunlaştırma: Dijital Sağlık Uygulamaları ve Kişiselleştirilmiş Yaklaşımlar
    Gülsüm Akkuş, Didem Şimşek Küçükkelepçe · 2025 · Özgür Yayınları eBooks
  38. Wearable Sensors in Real-Time Monitoring and Data Assimilation in Health and Wellness
    Bhupinder Singh, Saurabh Chandra, Nimmi Agarwal · 2025 · IGI Global eBooks
  39. Uncapping Prospective of Materials in Medicines and Health
    Bhupinder Singh · 2025 · IGI Global eBooks
  40. Predictors of Engagement with a Popular Meditation App: A Prospective Study of Real-World Use (Preprint)
    Julia Alice Adams, Jonathan Nicholas Davies, Prai Wattanatakulchat, Julieta Galante, Simon D’Alfonso, Nicholas T Van Dam · 2025
  41. Youth and Young Adult Perspectives on Augmented Reality-Driven Vaping Cessation Interventions: An Interpretive Description Study (Preprint)
    Karlee Fonteyne, Elizabeth Keys, Khalad Hasan, L C Struik · 2025
  42. Gamification in Child and Adolescent Health: Trends, Applications, and Policy Relevance for Mental Well-Being, Physical Activity, and Nutrition
    Ahmed S. Alamer · 2025 · International Journal of Child Health and Nutrition
  43. Digital Mental Health: Bridging Gaps in Adolescent Mental Health Services
    Sharmistha Chatterjee, Azadeh Dindarian, Usha Rengaraju · 2025 · Apress eBooks
  44. Let’s Play! The Use of Online Games in Systemic Family Therapy
    Jacopo Dalai, Giulia Campaioli, Valeria Pomini · 2025 · European Family Therapy Association series
  45. Evaluating the effectiveness of ChemoNurse: A mobile chemotherapy drug guide for cancer nurses – A randomized controlled trial
    Remziye Semerci, Arzu Tuna, Aslı Akdeniz Kudubeş, Esra Tayaz, Esra İbek, Enes Şimşek, Fatma Gündoğdu, İrem Yıldız Çilengiroğlu, Pınar Yılmaz, Fatih Selçukbırıcık · 2025 · European Journal of Oncology Nursing
  46. Enhancing Accessibility, Engagement, and Motivation in Counseling Services for Secondary Schools through Gamified Blended Mobile and Virtual Reality Therapy
    Putri Taqwa Prasetyaningrum, Norshahila Ibrahim, Eka Aryani, Ruly Ningsih, Ibnu Rivansyah Subagyo · 2025 · INTENSIF Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
  47. The Psychological Impact and Management of Chronic Diseases: The Role of Gamification
    B. Arslan, Özlem Ülkü Bulut, Meltem Meriç · 2025 · Springer eBooks
  48. Fusing Gratitude Journaling and Citizen Science: A Youth-Centered Co-Design Framework for Mental Well-Being and Data Literacy
    Tommaso Zambon, Chiara Ceccarini, Catia Prandi · 2025 · Biannual Conference of the Italian SIGCHI Chapter (CHItaly)
  49. Can gamified behavioral change mental health mobile apps reduce students’ anxiety and improve well-being? An efficacy study
    Iolie A. Nicolaidou, Despo Nicolaidou · 2025 · Exploration of Digital Health Technologies
  50. Design of a Gamified Mobile Diary to Reduce Depression, Anxiety, and Stress in Young Adults
    William Phedra, Hadziq Fabroyir, Anny Yuniarti · 2025 · International Conference on Information Technology Research and Innovation (ICITRI)
  51. Symbolic VR for Emotional Self-Awareness: Designing Grounded and Compassionate Digital Spaces for Identity Exploration
    Kaitlyn Yip, Sanika Doolani · 2025 · IEEE International Symposium on Technology and Society (ISTAS)
  52. Role of Mental Health Support in Digital Education in the Current Scenario
    Deepa Sharma, Guarav Kumar · 2025 · IGI Global eBooks
  53. Additional file 1 of Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review
    Leona Aschentrup, Pia Anna Steimer, Dadaczynski, Kevin, Mc Call, Timothy, Fischer, Florian, Kamil J. Wrona · 2024 · Figshare
  54. Social Work in Gamification and Creative Drama Technique
    Ezgi Arslan Özdemir, Tuba Yüceer Kardeş · 2025 · IGI Global eBooks
  55. Usability als Erfolgsfaktor digitaler Medienplattformen
    Tim-Can Werning · 2025 · Springer eBooks
  56. Youth and Young Adults’ Perspectives on Augmented Reality–Driven Vaping Cessation Interventions: Interpretive Description Study
    Karlee Fonteyne, Elizabeth Keys, Mohammad Khalad Hasan, Laura Struik · 2025 · JMIR XR and spatial computing.
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    Bharath B, Shashidhar V, Vikram Neerugatti, B. Naveen Kumar, Santhosh Kumar G, U. Pavan Kumaar · 2025 · International Conference on Innovative Data Communication Technologies and Application (ICIDCA)
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    Adam H. Ibrahim, Cory T. Beaumont, Kelley A. Strohacker · 2026 · Applied Psychophysiology and Biofeedback
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    Alex Sandro Rodrigues Ancioto, F. C. J. de Oliveira, Vânia Paula de Almeida Néris · 2026 · International Journal of Human-Computer Interaction
  63. Personalization and Gamification of an Online Cognitive Restructuring Intervention for Women Who Have Experienced Sexual Assault: A Mixed-Methods Pilot Study (Preprint)
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  64. Effectiveness of a Gamified Educational Intervention on Palliative Care Knowledge Among Nursing Students: A Single-Group Pre–Post Intervention Study
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  65. EXPLORING THE FRONTIERS OF GAMIFICATION: A BIBLIOMETRIC ANALYSIS OF RESEARCH TRENDS AND INFLUENCES
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  75. Gamification, Privacy, and Trust in mHealth: Evidence Mapping and Empirical Analysis of Patient Portal Reviews
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