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  1. Dec 1, 2021 · To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight 4 different therapeutic components that could be gamified to increase user engagement.

  2. Building on this research, we propose that gamification may enhance the efficacy of therapeutic-based apps (eg, CBT) and reduce depressive symptoms through the following mechanism: (1) it might increase engagement with and adherence to mental health apps and (2) it may activate reward-mediated neural pathways, eliciting positive feelings, which ...

  3. 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.

  4. Dec 1, 2021 · To help address this issue, we propose a design process framework to support the development of mental health gamification. Based on the concept of experienced game versus therapy worlds, we highlight 4 different therapeutic components that could be gamified to increase user engagement.

    • 10.2196/27953
    • Oct-Dec 2021
  5. Dec 6, 2020 · Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories.

  6. Jan 9, 2017 · The assertion that quality gaming dynamics will increase engagement, at least for some users, should also be tested in future research. We have highlighted that applied gaming interventions vary widely, in terms of types of games and in terms of features that might be appealing and motivating.

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  8. Sep 2, 2020 · Previous research suggests that gamification—turning intervention content into a game format—could increase engagement with prevention and early-stage mobile interventions. This study aimed to explore the effects of a gamified mobile mental health intervention on improvements in resilience, in comparison with active and inactive control ...

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