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  1. Jun 3, 2023 · In this manuscript, we argue that game-based and eHealth interventions in mental health care are effective, safe, have a long-term impact, and are inclusive.

  2. Feb 2, 2022 · Study quality varied, with studies rated high (n = 3), moderate (n = 6), low (n = 3) and very low (n = 2). The available evidence suggests that serious games could be an effective format for an intervention to reduce mental health symptoms and improve outcomes of individuals.

    • 2. Methodology
    • 2.3. Quantitative Evaluation
    • 4.4. Video Games
    • 7. Conclusions
    • Data Availability Statement: Not applicable.

    Academic publication has accelerated in recent years, both in terms of quantity and pace of publication. Simultaneously, new venues for publishing are fast-emerging, such as conference proceedings, scientific blogs, and a plethora of scientific journals, which allow the researchers to report their work in a variety of places. To keep up with the ex...

    We used several metrics that could be used to analyze the bibliographic characteristics ‐of studies included in a systematic review: Publication year ‐ helped to identify publication trends over time and to understand how the research field has evolved. ‐• Subject area helped to identify the specific field or discipline in which the studies were co...

    Study [28] analyzed and evaluated game-based dietary treatments for children. The focus was on whether the game-based techniques helped young people to improve their eating habits, what the most effective game elements were, and how game-based techniques help young people to alter their eating habits. There are 43 pieces of research that have been ...

    This systematic meta-review aimed to analyze and extract the current state and the prevailing trends of the field of serious games and gamification (SGG) for health by ana-lyzing and summarizing 53 survey papers on the topic. The review followed the PRISMA guidelines and used constructive and cross-sectional methods to analyze and present the resul...

    Conflicts of Interest: The authors declare no conflict of interest.

  3. Digital game-based interventions intended for cognitive training are defined as any computerised tasks for the specific purpose of improving at least one cognitive function: executive function, perceptual-motor function, language, learning and memory, and complex attention.

  4. Nov 1, 2016 · We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. Results.

    • Daniel Johnson, Sebastian Deterding, Kerri Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, Leanne Hid...
    • 2016
  5. Dec 1, 2021 · In this paper, we propose a framework for the gamification of mental health care therapies. First, we analyzed existing mental health care gamifications and propose the concept of the game therapy world to illustrate how game elements could be integrated into therapeutic activities.

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  7. Jan 9, 2017 · We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit ...

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