Cited by 138Educational Games and GamificationImpact of Technology on AdolescentsPhysical Activity and Health

Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review

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Gkintoni, Evgenia, Vantaraki, Fedra, Skoulidi, Charitini, Anastassopoulos, Panagiotis, Vantarakis, Apostolos·2024·Behavioral Sciences

Abstract

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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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)
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
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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