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      • Game-based therapies are increasingly being used in healthcare to promote motivation, engagement, and the overall sustainability of health habits. Gamification and serious games are the most common forms of game-based treatments in healthcare studies.
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  2. 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...

  3. Oct 25, 2024 · Across the healthcare industry, the challenge of patient adherence is often discussed and game-based therapeutics could provide a solution to this particular problem – by providing a...

  4. Research has shown that video games can be used to treat conditions such as depression, anxiety, PTSD, and addiction. One of the main benefits of video games in therapy is that they can provide a sense of engagement and immersion that traditional therapy methods may lack.

  5. We will be testing the application of game elements to clinical health improvement as we support our provincial health system in change – we’d love to connect with others who share the same interests and perhaps establish an informal network to share strategies and understanding of these techniques. Contact info:

  6. Feb 13, 2020 · A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke. This trial is registered with NCT03528395. Go to: 1. Introduction.

    • María José Cano-Mañas, Susana Collado-Vázquez, Javier Rodríguez Hernández, Antonio Jesús Muñoz Ville...
    • 10.1155/2020/5480315
    • 2020
    • J Healthc Eng. 2020; 2020: 5480315.
  7. Nov 3, 2020 · The product, developed by Akili Interactive Labs, is the first game-based therapeutic to be approved by the FDA for any condition and the first digital therapeutic approved for ADHD, according...

  8. Oct 6, 2023 · This paper provides an overview of gamification approaches to mental health intervention, identifies factors that may be related to variations in treatment effectiveness, and discusses possible strategies for tailoring gamified interventions to clients’ needs.

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