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      • Several studies have investigated the efficacy of gamified interventions in promoting behavior modification and health in children and adolescents and have found that gamified interventions can effectively promote behavior change and improve health outcomes.
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  2. 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 ...

  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.

  4. 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.

  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. Feb 7, 2023 · For example, there is a growing body of evidence to suggest that serious games and gamification can be effective in promoting healthy eating, physical activity, and smoking cessation.

  7. Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.

  8. Feb 5, 2024 · Fourth, puzzle-games, action and adventure games, and exploration games hold promise for improving mental health conditions based on their interactive versus passive approach. Role-playing and character customization are features increasing players’ adherence to a healthy behaviour.

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