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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. 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.

  6. In recent years, many brands have embraced gamification to enhance consumer engagement and loyalty. This approach effectively creates lasting behavior change, a significant challenge in health and wellness. One of the key benefits of gamification is its ability to leverage intrinsic motivation.

    • Jodie Shaw
  7. Jun 26, 2019 · Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. Objective. This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs).

  8. Objective Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.

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