Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review
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The rapid growth in digital technology usage among children and adolescents has highlighted the need for novel approaches to promote their physical and mental health. This paper investigates the viability of gamification—the application of game mechanics to non-gaming contexts—as a potent instrument for health promotion and mental health support. This conceptual systematic review seeks to examine the various published articles promoting children and adolescents’ physical and mental health through gamified techniques. These interventions can provide an interactive and engaging platform for encouraging physical activity, promoting healthy nutrition, enhancing emotional regulation, and promoting mental health. The significance of this topic stems from the pervasive use of electronic games, beginning at a young age, which makes them popular educational tools. For the review to be systematic and reproducible, the PsycINFO, Scopus, PubMed, and Elsevier databases were searched and the PRISMA method was utilized for the analysis. After analyzing the research data, empirical studies assessing the use of gamification in promoting adolescents’ physical and mental health are discussed. In conclusion, gamification has demonstrated promise for promoting children’s and adolescents’ physical and mental health. It improves motivation, commitment, and adherence to healthy behaviors. However, additional research is required to evaluate gamification interventions’ long-term effectiveness and sustainability in promoting health behaviors among this population.
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EMDR reduces the severity of PTSD symptoms more effectively than brief eclectic psychotherapy.
“In addition, EMDR reduces the severity of PTSD symptoms more effectively than brief eclectic psychotherapy [75], with a more pronounced decline in symptoms.”
From Clinical Efficacy of Psychotherapeutic Interventions for Post-Traumatic Stress Disorder in Children and Adolescents: A Systematic Review and Analysis. (2024) · cites this paper as [75]
The Results passages in our copy discuss gamified interventions and other child-health outcomes, not EMDR or brief eclectic psychotherapy. Searches for the claimed comparison and for the two treatments with PTSD symptom severity found no passage addressing it; page numbers were not available. (LLM, conf=0.73)
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Laine, T. H., Duong, N., Lindvall, H., Oyelere, S. S., Rutberg, S., & Lindqvist, A.-K. (2022) · JMIR Serious Games · doi:10.2196/31638 · Cited by 14 · see citing works
Keinonen, K., Lappalainen, P., Kotamäki-Viinikka, S., & Lappalainen, R. I. (2022) · Journal of Contextual Behavioral Science · doi:10.1016/j.jcbs.2022.11.010 · Cited by 13 · see citing works
Could Gamification Be a Protective Factor Regarding Early School Leaving? A Life Story
Puerta, L. G., & Guerrero, M. A. N. V. (2021) · Sustainability · doi:10.3390/su13052569 · Cited by 12 · see citing works
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Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review
Zhang, M. W., Ying, J., & Ho, R. (2018) · JMIR Research Protocols · doi:10.2196/10154 · Cited by 11 · see citing works
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Adaptive learning systems: Supporting navigation with customized suggestions
Somyürek, S. (2014) · Journal of Human Sciences · doi:10.14687/ijhs.v11i1.2663 · Cited by 10 · see citing works
Đorđić, V., Bozic, P. R., Milanović, I., Radisavljević, S., Batez, M., Jorga, J. B., & Ostojić, S. M. (2019) · Medicina · doi:10.3390/medicina55020039 · Cited by 9 · see citing works
Commentary: Pediatric Digital Health Supported by the National Institutes of Health
Riley, W. T., Oh, A., Aklin, W. M., Sherrill, J. T., Wolff‐Hughes, D. L., Diana, A., Griffin, J. A., & Campo, R. (2018) · Journal of Pediatric Psychology · doi:10.1093/jpepsy/jsy108 · Cited by 9 · see citing works
Kolb, S., Burchartz, A., Oriwol, D., Schmidt, S., Wöll, A., & Niessner, C. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph182010711 · Cited by 9 · see citing works
Tang, H., Nguyen, N., Dibley, M. J., Nguyen, T. H. H. D., & Alam, A. (2020) · JMIR Research Protocols · doi:10.2196/15930 · Cited by 8 · see citing works
Peña, S., Carranza, M., Cuadrado, C., Espinoza, P., Müller, V., & Cerda, R. (2020) · Proceedings of The Nutrition Society · doi:10.1017/s0029665120000932 · Cited by 8 · see citing works
Development of an mHealth Platform for Adolescent Obesity Prevention: User-Centered Design Approach
Reis, C. I., Pernencar, C. A. D. C., Carvalho, M. C., Gaspar, P. J. S., Martinho, R., Frontini, R., Alves, R., & de Sousa, P. M. L. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph191912568 · Cited by 8 · see citing works
Regudon, L. M., Yazon, A. D., Manaig, K. A., Sapin, S. B., & Tamban, V. E. (2022) · International Journal of Management Entrepreneurship Social Sciences and Humanities · doi:10.31098/ijmesh.v5i2.1164 · Cited by 8 · see citing works
On the set of emotions with facial signals.
Kollareth, D., Durán, J. I., Ma, Y., Pierce, K. S., Brownell, H., & Russell, J. A. (2022) · Journal of Experimental Psychology General · doi:10.1037/xge0001285 · Cited by 4 · see citing works
Uzzaman, N., Hammersley, V., McClatchey, K., Sheringham, J., Habib, G. M., & Pinnock, H. (2023) · PLoS ONE · doi:10.1371/journal.pone.0281538 · Cited by 3 · see citing works
Health4EUKids project and best practices against obesity
Vantarakis, A., Velissari, J., & Brouma, M. (2023) · European Journal of Public Health · doi:10.1093/eurpub/ckad160.329 · Cited by 3 · see citing works
Self-citationMorris, J., Jones, M., DeRuyter, F., Putrino, D. F., Lang, C. E., & Jake‐Schoffman, D. E. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17010274 · Cited by 2 · see citing works
Yamakita, M., Ando, D., Sugita, H., Akiyama, Y., Sato, M., Yokomichi, H., Yamaguchi, K., & Yamagata, Z. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18073351 · Cited by 2 · see citing works
IP pour les objets intelligents - Vision, technologies et solutions
Chauvenet, C. (2013) · doi:10.51257/a-v1-te8008 · Cited by 1 · see citing works
Gamification in Late-Life Depression: A Serious Game for a Serious Problem
Frisardi, V. (2020) · Biomedical Journal of Scientific & Technical Research · doi:10.26717/bjstr.2020.26.004320 · Cited by 1 · see citing works
Ohnishi, M., Leshabari, S., Tanaka, J., & Nishihara, M. (2020) · Journal of Rural Medicine · doi:10.2185/jrm.2020-001 · Cited by 1 · see citing works
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Uzzaman, N., Hammersley, V., McClatchey, K., Sheringham, J., Habib, M., & Pinnock, H. (2023) · doi:10.1183/13993003.congress-2023.pa4599 · Cited by 1 · see citing works
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Gkintoni, E., Antonopoulou, H., Sortwell, A., & Halkiopoulos, C. (2025) · Brain Sciences · doi:10.3390/brainsci15020203 · Cited by 309 · see citing works
Self-citationHalkiopoulos, C., & Gkintoni, E. (2025) · Electronics · doi:10.3390/electronics14061110 · Cited by 60 · see citing works
Self-citationBuragohain, D., Khichar, S., Deng, C., Meng, Y., & Chaudhary, S. (2025) · Scientific Reports · doi:10.1038/s41598-025-00916-4 · Cited by 44 · see citing works
“However, concerns regarding their usefulness, accessibility, and potential overuse are significant for their sustainable integration into mental healthcare 87,88 .”
Gkintoni, E., Kourkoutas, E., Yotsidi, V., Stavrou, P. D., & Prinianaki, D. (2024) · Children · doi:10.3390/children11050579 · Cited by 37 · see citing works
“In addition, EMDR reduces the severity of PTSD symptoms more effectively than brief eclectic psychotherapy [75], with a more pronounced decline in symptoms.”
BackgroundSelf-citationGkintoni, E., Σκώκου, Μ., & Gourzis, P. (2024) · Medicina · doi:10.3390/medicina60040645 · Cited by 34 · see citing works
“Cognitive remediation, which uses structured training programs to improve cognition, is a common neuropsychological intervention [55].”
BackgroundSelf-citationGkintoni, E., Vantaraki, F., Skoulidi, C., Anastassopoulos, P., & Vantarakis, A. (2024) · Medicina · doi:10.3390/medicina60122085 · Cited by 38 · see citing works
“The paradigm consists of developing a set of core therapeutic psychological skills and embedding strategies and interventions in everyday situations [11–16].”
Self-citationCastellano‐Tejedor, C., & Cencerrado, A. (2024) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph21080990 · Cited by 31 · see citing works
“The findings suggested that such VR interventions could significantly alleviate stress among adolescents, offering a promising tool for mental health promotion in this age group [37].”
BackgroundRetractedGkintoni, E., Dimakos, I. C., & Νικολάου, Γ. (2025) · Emerging Science Journal · doi:10.28991/esj-2024-sied1-016 · Cited by 29 · see citing works
“Additionally, Gkintoni et al. [56] investigated the evolution of student cognitive, emotional, and behavioral engagement.”
Self-citationClinical Symptomatology of Anxiety and Family Function in Adolescents—The Self-Esteem Mediator
Farmakopoulou, I., Lekka, M., & Gkintoni, E. (2024) · Children · doi:10.3390/children11030338 · Cited by 28 · see citing works
“These factors collectively contribute to shielding them from developing anxiety and other mental health issues [28,60–62].”
BackgroundSelf-citationGkintoni, E., Κουρκούτας, Η., Vassilopoulos, S. P., & Mousi, M. (2024) · Journal of Clinical Medicine · doi:10.3390/jcm13144084 · Cited by 28 · see citing works
Self-citationWorld Psychiatric Association-Asian Journal of Psychiatry Commission on Public Mental Health.
Bhugra, D., Liebrenz, M., Ventriglio, A., Ng, R., Javed, A., Kar, A., Chumakov, E., Moura, H., Tolentino, E., Gupta, S., et al. (2024) · Asian Journal of Psychiatry · doi:10.1016/j.ajp.2024.104105 · Cited by 28 · see citing works
Naatonis, R. N., Rusijono, R., Jannah, M., & Malahina, E. A. U. (2024) · Qubahan Academic Journal · doi:10.48161/qaj.v4n3a919 · Cited by 24 · see citing works
“…academic performance, engagement, and motivation of learners [69] as well as having a psychological and intrinsic effect on participants [70, 71] gamification can be implemented in a variety of ways such as in focus group testing, online, utilizing software to developing concepts into the…”
BackgroundAntonopoulou, H., Matzavinou, P., Γιαννούκου, Ι., & Halkiopoulos, C. (2025) · Education Sciences · doi:10.3390/educsci15020215 · Cited by 24 · see citing works
Spahl, W., Motta, V. N., Woodcock, K., & Rubeis, G. (2024) · JMIR Serious Games · doi:10.2196/64488 · Cited by 20 · see citing works
“Consequently, digital mental health interventions [4,5], including digital games [6], are particularly promising in reaching and supporting this population with accessible, cost-effective, and less stigmatized ways of strengthening their mental health [7].”
Han, X., Li, H., & Niu, L. (2025) · Frontiers in Psychology · doi:10.3389/fpsyg.2025.1457165 · Cited by 29 · see citing works
Giakoumi, A., & Halkiopoulos, C. (2024) · Springer proceedings in business and economics · doi:10.1007/978-3-031-54338-8_12 · Cited by 20 · see citing works
Virtual Reality (VR) and Augmented Reality (AR) in Tourism and Hospitality. A Systematic Evaluation
Tsimakis, A., Sotiropoulou, I., Telonis, G., Halkiopoulos, C., & Boutsinas, B. (2024) · Springer proceedings in business and economics · doi:10.1007/978-3-031-54338-8_5 · Cited by 20 · see citing works
Gkintoni, E., Sortwell, A., Vassilopoulos, S. P., & Nikolaou, G. (2025) · Multimodal Technologies and Interaction · doi:10.3390/mti10010005 · Cited by 24 · see citing works
Self-citationActive Gamification in the Emotional Well-Being and Social Skills of Primary Education Students
Carcelén‐Fraile, M. D. C. (2025) · Education Sciences · doi:10.3390/educsci15020212 · Cited by 14 · see citing works
Frattolillo, V., Massa, A., Capone, D., Monaco, N., Forcina, G., Filippo, P. D., Marzuillo, P., del Giudice, E. M., & Sessa, A. D. (2025) · Obesity Pillars · doi:10.1016/j.obpill.2025.100189 · Cited by 14 · see citing works
“In this context, serious video games designed to improve health — known as “ games for health ” (G4Hs) — are created with educational and behavioral goals, representing innovative and promising tools for promoting health-related behaviours change [38,39] (Table 1).”
Zhang, R., Jiang, Q., Cheng, M., & Rhim, Y.-T. (2024) · Psicologia Reflexão e Crítica · doi:10.1186/s41155-024-00308-z · Cited by 14 · see citing works
“One reason is that adolescents with lower leisure physical activity are less adaptable to their social environment and may fear rejection or feel anxious about maintaining relationships, leading them to use smartphones to meet their security needs (Evgenia et al., 2024).”
BackgroundDong, Y., Faridniya, H., Ebrahimi, Z., & Zhao, Z. (2025) · Healthcare · doi:10.3390/healthcare13080859 · Cited by 12 · see citing works
“Gkintoni et al. (2024) systematically reviewed its benefits, noting consistent improvements in motivation and commitment among younger populations [54].”
Women’s Tourism Entrepreneurship: Digital Approach and E-Skills in Travel Business Marketing
Kapota, M., Γιαννούκου, Ι., & Halkiopoulos, C. (2024) · Springer proceedings in business and economics · doi:10.1007/978-3-031-54342-5_8 · Cited by 10 · see citing works
Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning
Coelho, F., & Abreu, A. M. (2025) · Multimodal Technologies and Interaction · doi:10.3390/mti9070070 · Cited by 14 · see citing works
Wang, X., Wang, B., Tew, W. Y., Yang, X., Xu, X., Gao, Y., Chen, Y., & Yam, M. F. (2025) · PeerJ Computer Science · doi:10.7717/peerj-cs.3190 · Cited by 10 · see citing works
Nasri, S. A. E. M., Kavakli, M., Hassan-Smith, Z. K., Salt, A., & Hassan‐Smith, G. (2025) · F1000Research · doi:10.12688/f1000research.172599.1 · Cited by 9 · see citing works
Fowler, L. A., Vázquez, M. M., DePietro, B., Wilfley, D. E., & Fitzsimmons‐Craft, E. E. (2024) · mHealth · doi:10.21037/mhealth-24-24 · Cited by 7 · see citing works
Zhang, J., Zou, Y., Wang, S., & Xiang, Y. (2025) · Frontiers in Communication · doi:10.3389/fcomm.2025.1388020 · Cited by 13 · see citing works
Yang, R., & Han, Y. (2025) · BMC Public Health · doi:10.1186/s12889-025-25381-6 · Cited by 14 · see citing works
PTSD in Children and Adolescents in the Educational Context. A Conceptual Approach
Kalogeratos, G., Anastasopoulou, E. E., Tsagri, A., Tseremegklis, C., Tsogka, D., Lourida, K., Mitroyanni, E., & Drongitis, A. (2024) · Technium Social Sciences Journal · doi:10.47577/tssj.v55i1.10668 · Cited by 8 · see citing works
Effects of Active Gamification on Sleep and Anxiety Reduction in Spanish Primary School Children
Carcelén-Fraile, M. D. C., Ruiz-Ariza, A., Rusillo-Magdaleno, A., & Aibar-Almazán, A. (2025) · Healthcare · doi:10.3390/healthcare13060623 · Cited by 10 · see citing works
“Sleep quality is a crucial factor in child development, influencing key areas such as emotional regulation, academic performance, and overall well-being [62].”
Γιαννούκου, Ι., & Kougia, A. (2025) · Springer proceedings in business and economics · doi:10.1007/978-3-031-78471-2_3 · Cited by 6 · see citing works
Next-Gen Wellness: AI, MBCT, and Data-Driven Marketing Transforming Health Tourism
Gkintoni, E., Telonis, G., Halkiopoulos, C., & Boutsinas, B. (2025) · Springer proceedings in business and economics · doi:10.1007/978-3-031-78471-2_37 · Cited by 7 · see citing works
Self-citationPetropoulou, A., Antonopoulou, H., Vlachou, A. A., Gkintoni, E., & Halkiopoulos, C. (2025) · Children · doi:10.3390/children12121647 · Cited by 9 · see citing works
“Holistic intervention frameworks addressing multiple dimensions of youth development may demonstrate enhanced effectiveness compared to narrowly focused single-domain approaches, particularly when incorporating engaging modalities that resonate with adolescent interests and preferences [115].”
Self-citationDigital Footprints and Machine Learning in Psychological Assessment
Carvalho, R. G. G., & Castro, D. (2025) · European Psychologist · doi:10.1027/1016-9040/a000549 · Cited by 5 · see citing works
Gkintoni, E., Magriplis, E., Vantaraki, F., Skoulidi, C., Anastassopoulos, P., Cornea, A., Inchaurraga, B., Santurtun, J., Mancha, A. D. L. C., Giorgakis, G., et al. (2025) · Behavioral Sciences · doi:10.3390/bs15070847 · Cited by 5 · see citing works
“…design-centered analysis addresses a critical need in the literature for systematic evaluation methodologies when assessing game-related interface design across these intersecting fields (Sáiz-Manzanares et al., 2021; Feldhacker et al., 2025; Vázquez-Calatayud et al., 2024; Gkintoni et al., 2024b).”
Self-citationKornfield, R., Popowski, S. A., Tack, E. B., Svoboda, J., Herrera, M. A., Nguyen, T., Knapp, A. A., Mohr, D. C., & Meyerhoff, J. (2025) · JMIR Formative Research · doi:10.2196/68950 · Cited by 8 · see citing works
“…drew on their deep experience using apps and social media sites to suggest engagement strategies that might better sustain their use of DMHIs, emphasizing peer-to-peer communication and gamification—approaches which have also been endorsed by adolescents in previous literature [32,33,80].”
Gkintoni, E., Sortwell, A., & Vantarakis, A. (2026) · Brain Sciences · doi:10.3390/brainsci16010116 · Cited by 5 · see citing works
“Gamification designs in cognitive interventions can take advantage of competition aspects, feedback, and progressive designs tailored to optimize neurofeedback and attention-training interventions, particularly to address mental fatigue in young swimmers [191].”
Self-citationKehar, M., Huerta‐Saenz, L., Strain, J., Kawesa, S., Yaraskavitch, J., Stine, J. G., & Longmuir, P. E. (2025) · Digestive Diseases and Sciences · doi:10.1007/s10620-025-08910-6 · Cited by 4 · see citing works
“Gamification elements [33, 34], in particular, can transform PA into an engaging and enjoyable experience, making these tools especially relevant for pediatric populations.”
Gkintoni, E., Papachatzi, E., Efthymiadou, E., Magriplis, E., & Vantarakis, A. (2025) · Healthcare · doi:10.3390/healthcare13202653 · Cited by 4 · see citing works
Self-citationYuan, J., Qin, L., Li, Z., Jiang, B., Diao, Y., & Liu, G. (2024) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/3678884.3681877 · Cited by 4 · see citing works
The Role of Gamification in Enhancing Cognitive and Neuropsychological Learning: A Review
Antonopoulou, H. (2024) · Technium BioChemMed · doi:10.47577/biochemmed.v11i.11970 · Cited by 4 · see citing works
Senyard, E., Rowe, A., Krishnamoorthy, G., & March, S. (2025) · Journal of Clinical Psychology · doi:10.1002/jclp.70007 · Cited by 5 · see citing works
“Adolescents have higher levels of responsiveness to rewards and novelty than adults, and therefore respond well to positive reinforcement as a way to create behaviour change (Galvan 2013; (Gkintoni et al. 2024), and 97% of children have computer games in their homes in Australia (Brand et al. 2017).”
Raimundo, M., Cerqueira, A., Gaspar, T., & de Matos, M. G. (2024) · Healthcare · doi:10.3390/healthcare12202094 · Cited by 4 · see citing works
“The literature emphasizes that interventions for young people should aim to promote physical and mental health, encourage physical activity, ensure adequate and healthy nu‑ trition, and prevent addictions and risky sexual behaviors [2,17–19].”
BackgroundMateo‐Orcajada, A., Abenza‐Cano, L., López-Miñarro, P. Á., Meroño, L., Guerrero, A. M. G., Morales-Belando, M. T., González-Gálvez, N., Espeso-García, A., Abelleira-Lamela, T., Gómez-Cuesta, N., et al. (2025) · PLoS ONE · doi:10.1371/journal.pone.0322074 · Cited by 4 · see citing works
“…of gamification lies in several aspects: the relationship between gamification and the motivation, competence, or autonomy of adolescents [82,83], as well as on adherence and engagement [84,85], facilitating the acquisition of a routine [86,87]; the autonomy granted through the ability to…”
Benazeera, & Aranha, P. R. (2025) · Journal of Education and Health Promotion · doi:10.4103/jehp.jehp_57_25 · Cited by 4 · see citing works
“[17,20] The present study revealed a statistically significant decrease in mean state and trait anxiety scores among participants in the experimental group compared to the control group over the three‑day intervention period.”
Wilkin, K., Thornton, C., & Allen, G. (2025) · Early Childhood Education Journal · doi:10.1007/s10643-025-01903-0 · Cited by 3 · see citing works
“…2023), interaction with animals (Fine et al., 2019), rule-based structured games (Strasser et al., 2023), digital technology ‘gamification’ (Gkintoni et al., 2024), physical activity (Hale et al., 2023; Marsigliante et al., 2023), and yoga and/or mindfulness (Bazzano et al., 2023;…”
Alberto, R.-A., García, J. E. M., Rusillo-Magdaleno, A., & Solas-Martínez, J. L. (2026) · Journal of Intelligence · doi:10.3390/jintelligence14010005 · Cited by 3 · see citing works
“…and virtual activity challenges—can increase motivation, social connectedness, and emotional engagement, thereby supporting EI dimensions such as well-being and sociability, which were positively associated with weekly MVPA in the present study (Gkintoni et al., 2024; Vorlíˇcek et al., 2024).”
InfluentialBikalawan, S. S., Kristiyandaru, A., Ardha, M. A. A., Nurhasan, N., Herista, S. V. W., Legeayem, T. R., & Umarushalih, N. (2025) · Physical Education Theory and Methodology · doi:10.17309/tmfv.2025.2.28 · Cited by 3 · see citing works
“The difference is that in this gamification method, the elements in a game (online game) are adapted for PE learning (Gkintoni et al., 2024).”
Theodoratou, M., Katsarou, D. V., Megari, K., Papadopoulou, S. L., Efthymiou, E., Sofologi, M., Kougioumtzis, G. Α., Yotsidi, V., Koundourou, C., Toki, E. I., et al. (2025) · IGI Global eBooks · doi:10.4018/979-8-3693-9689-6.ch019 · Cited by 3 · see citing works
Adolescent Trauma and Impact of the COVID-19 Pandemic in the School Context
Kalogeratos, G., Anastasopoulou, E. E., Tsagri, A., Tseremegklis, C., Tsogka, D., Lourida, K., & Drongitis, A. (2024) · Technium Social Sciences Journal · doi:10.47577/tssj.v55i1.10667 · Cited by 3 · see citing works
Kalogeratos, G., Anastasopoulou, E. E., Tseremegklis, C., & Avramidi, E. (2024) · Technium Education and Humanities · doi:10.47577/teh.v8i.10711 · Cited by 3 · see citing works
Towards Reshaping Children’s Habits: Vitalia’s AR-Gamified Approach
Arampatzakis, V., Sevetlidis, V., Derri, V., Raffi, M., & Pavlidis, G. P. (2025) · Information · doi:10.3390/info16070606 · Cited by 3 · see citing works
“Systematic reviews indicate a positive impact of gamification on modifying children’s eating behaviors, enhancing nutritional knowledge, and encouraging physical activity [12–14].”
The Influence of Emotional Intelligence on Consumer Decision-Making: Insights from Recent Studies
Kalliampakou, I., & Antonopoulou, H. (2025) · Technium Social Sciences Journal · doi:10.47577/tssj.v67i1.11969 · Cited by 7 · see citing works
Hayek, J., Dickson, K., & Lafave, L. M. Z. (2025) · JMIR Pediatrics and Parenting · doi:10.2196/68372 · Cited by 3 · see citing works
“Lastly, mobile-based interventions are often more prevalent among youth populations (children and adolescents) due to their capacity to incorporate gamification—a popular and engaging approach for health promotion interventions within this demographic [74].”
Digital interventions in tobacco prevention for school-aged children: results of systematic review
Gianfredi, V., Barbati, C., Sgueglia, A. C., Bertuccio, P., Traverso, L., & Odone, A. (2025) · Public Health · doi:10.1016/j.puhe.2025.105799 · Cited by 2 · see citing works
de Freitas, F., Zago, M. R., Antônio, M. Â. R. D. G. M., Videira‐Silva, A., & Bellomo‐Brandão, M. A. (2025) · Obesity Pillars · doi:10.1016/j.obpill.2025.100197 · Cited by 3 · see citing works
“Nevertheless, prior research indicates that, when administered under standard conditions and ensuring participant anonymity, self-reports can reliably capture motivational constructs in health-related contexts [27].”
Zhu, J., Chen, M., Jiang, W., Li, J., Liu, X., Jin, H., & Zhu, J. (2025) · Digital Health · doi:10.1177/20552076251365017 · Cited by 3 · see citing works
Shrivastava, S. R., Bobhate, P. S., & Jasri, D. M. (2025) · International Journal of Preventive Medicine · doi:10.4103/ijpvm.ijpvm_365_24 · Cited by 2 · see citing works
“[12,20] In addition, health awareness campaigns (viz. improving vaccination uptake, addressing mental health stigma, etc.) can be run across social media platforms to motivate them to adopt healthy behaviors.”
Lee, M., Wang, H.-S., Lien, C.-Y., & Chen, Z. H. (2025) · JMIR Serious Games · doi:10.2196/76208 · Cited by 2 · see citing works
“Gamified strategies are interventions developed by health care providers to enhance physical and mental health in young people with chronic conditions [11,12].”
InfluentialGraham, A., Ikwunne, T. A., & Duval, J. (2025) · International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) · doi:10.1145/3663547.3746321 · Cited by 2 · see citing works
Farmakopoulou, I., & Baltsioti, V. (2024) · Technium Education and Humanities · doi:10.47577/teh.v8i.10718 · Cited by 2 · see citing works
“To tackle trauma-related issues in foster care, it is essential to have a thorough grasp of the risk factors and protective factors that impact the welfare of individuals in care (Gkintoni et al., 2024a).”
BackgroundZhao, Z. (2024) · International Journal of Information and Communication Technology Education · doi:10.4018/ijicte.343521 · Cited by 2 · see citing works
The method of automated filling of the database with descriptions of human physical exercises
Volkov, A. S., & Blazhko, O. A. (2024) · Herald of Advanced Information Technology · doi:10.15276/hait.07.2024.8 · Cited by 2 · see citing works
Huang, X., Chen, Y., Luo, J., Wang, D., Yang, C., Luo, W., & Zhou, Y. (2024) · PLoS ONE · doi:10.1371/journal.pone.0304084 · Cited by 3 · see citing works
“Thus, interventions that focus on gamified physical activity (GPA) may be optimal for reducing sedentary behavior and depression risk in adolescents [34].”
Farmakopoulou, I., & Baltsioti, V. (2024) · Technium Social Sciences Journal · doi:10.47577/tssj.v55i1.10728 · Cited by 2 · see citing works
The Contemporary Foster Care Legislative Framework in Greece: A Review of its Assets and Weaknesses
Farmakopoulou, I., & Baltsioti, V. (2024) · Technium Social Sciences Journal · doi:10.47577/tssj.v55i1.10729 · Cited by 2 · see citing works
Emotional Neuroscience and Academic Achievement: Current Trends and Perspectives
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Ozturk, C. S., & Demir, K. (2025) · Current Psychiatry Reports · doi:10.1007/s11920-025-01613-9 · Cited by 1 · see citing works
“Age-appropriate content, gamification, parental involvement, and structured exposure techniques should be considered together for effective mHealth solu - tions [ 33].”
de Oliveira, A. R. C., Marín, M. J. S., Alarcon, M. F. S., & Luz, G. D. S. (2025) · Revista gaúcha de enfermagem · doi:10.1590/1983-1447.2025.20240334.en · Cited by 1 · see citing works
Virtual health clinics and patient engagement
Senapati, S., Panda, R. K., & Mishra, D. N. (2025) · Elsevier eBooks · doi:10.1016/b978-0-443-30182-7.00012-9 · Cited by 1 · see citing works
Art breaks obesity’s health information silos
Zhang, L., Zhang, J., & Yang, S. (2025) · Trends in Endocrinology and Metabolism · doi:10.1016/j.tem.2025.10.002 · Cited by 1 · see citing works
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“In this regard, gamified scenarios appear to be beneficial for this target group [37, 38].”
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“Active video games have demonstrated a range of health benefits 74,75 , suggesting that enhanced gamification could improve both adherence and outcomes.”
Gamification and the development of metacognitive processes: a systematic literature review
Quiroga, C. V. V., & Ropero, M. E. B. (2025) · F1000Research · doi:10.12688/f1000research.173134.1 · Cited by 1 · see citing works
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“Game elements, such as goal-setting, fast feedback, and reward systems, in PE sessions, may help children learn more effectively and improve cognitively [86].”
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“…like goal-setting, competition, rewards, and social interaction, storytelling, role-playing, and real-life scenarios into game designs, gamified interventions can challenge pre-existing negative beliefs or fears about vaccines, replacing them with more informed and positive attitudes [35, 36].”
Children’s sense of presence in immersive virtual reality for pediatric surgery
Felnhofer, A., Aberle, J. S., Weiss, L. M., Winder, J., Marceta-Pavlovic, S., Palmisani, F., Giordano, V., Wagner, M., Greber‐Platzer, S., Metzelder, M. L., et al. (2026) · Virtual Reality · doi:10.1007/s10055-026-01419-x · Cited by 1 · see citing works
“Gamified approaches with goal-directed tasks have been shown to increase enjoyment and motivation, sustain engagement, and improve therapeutic outcomes in both adults and children (David et al. 2020; Gkintoni et al. 2024; Qiu et al. 2025; van der Kooij et al. 2019).”
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“…is to protect children who for whatever reason are deemed necessary to be removed from their families (Julian et al, 2019), nevertheless the consequences for these children are rather negative, especially in terms of their psycho-emotional and social development (Gkintoni et al., 2024a).”
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Games and gamification of mental health
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Çocuklarda Ağrı Yönetiminde Oyunlaştırma
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“Features such as social reinforcement via the sharing of achievements, motivation, and engagement can also increase or maintain a certain level due to external influences from family, peers, and coaches (Gkintoni et al., 2024; Luo & He, 2021).”
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DIGITAL INTERVENTIONS FOR ADOLESCENT DEPRESSION AND ANXIETY: NARRATIVE REVIEW AND FUTURE DIRECTIONS
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- Authors
- Gkintoni, E., Vantaraki, F., Skoulidi, C., Anastassopoulos, P., & Vantarakis, A.
- Affiliations
- University of Patras (GR)
- p-Consulting, 26442 Patras, Greece
- Corresponding author
- Gkintoni, Evgenia
- Venue
- Behavioral Sciences
- Publisher
- MDPI AG
- Published
- 2024-01-29
- Volume
- 14
- Issue
- 2
- Pages
- 102
- ISSN
- 2076-328X (ISSN-L)
- PMC
- PMC10886329
- OpenAlex
- W4391312793
- Cited by
- 137
- References
- 119
- Citations by year
- 2026: 36 · 2025: 71 · 2024: 30
- FWCI
- 13.22
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Behavioral Sciences (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Research Council of the University of Patras
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Keywords
- gamification, child health, adolescent mental health, physical activity promotion, healthy eating, emotion regulation, game mechanics, health behavior change, motivation, digital technology use, video games
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