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  2. Nov 1, 2016 · We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.

  3. May 7, 2019 · But combining behavioral economics and “gamification” — putting game elements such as points and achievement levels into non-game contexts — holds promise for driving behavior change when a...

  4. The collective aim of these networking events is to develop digital ‘games with purpose’ that can improve health by integrating software design and game mechanics with public health theory and behavioural insights. Gamification is a purposely-broad umbrella term used to encompass the process of using ‘gaming’ elements to motivate and ...

  5. Mar 13, 2024 · Our work supports the use of gamification in health apps targeting increased physical activity and weight loss. Given that a broad review of the health app space found only 64 of 1680 (4%) of health apps included gamification 119 there is an opportunity to improve effectiveness of health apps.

  6. Jan 2, 2024 · In summary, this review demonstrates the potential of integrating digital game elements on mental health and well-being with still a great gap of research. A taxonomy is needed to adequately address relevant game elements in the field of mental health promotion and prevention of mental disorders.

  7. Oct 24, 2023 · Rewards (e.g. points, badges and rankings) are a gamification strategy to entice users to complete required tasks and could be useful for Public Health (PH) interventions to promote healthy lifestyles. This study aims to find out which gamification approaches are most useful in PH.

  8. Feb 7, 2023 · Additionally, the review revealed that there are ethical and legal implications related to serious games and gamification for health such as players’ privacy, the manipulation of behavior, compliance with regulations, informed consent, accessibility, inclusive design, and cultural appropriateness.

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