[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review

VWS Cheng, T Davenport, D Johnson, K Vella… - JMIR mental …, 2019 - mental.jmir.org
Background: There is little research on the application of gamification to mental health and
well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …

[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation

L Hassan, J Hamari - Government Information Quarterly, 2020 - Elsevier
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect

K Szolin, DJ Kuss, FM Nuyens… - Human–Computer …, 2023 - Taylor & Francis
Since their commercial introduction in the 1970s, videogames have become an increasingly
popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper …

Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.

RN Landers, MB Armstrong, AB Collmus… - Journal of Applied …, 2022 - psycnet.apa.org
Games, which can be defined as an externally structured, goal-directed type of play, are
increasingly being used in high-stakes testing contexts to measure targeted constructs for …

Accessibility of games and game-based applications: A systematic literature review and map** of future directions

L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …

Using games to understand the mind

K Allen, F Brändle, M Botvinick, JE Fan… - Nature human …, 2024 - nature.com
Board, card or video games have been played by virtually every individual in the world.
Games are popular because they are intuitive and fun. These distinctive qualities of games …

Video games in the secondary English language arts classroom: A state‐of‐the‐art review of the literature

BL Nash, RB Brady - Reading Research Quarterly, 2022 - Wiley Online Library
Abstract English language arts (ELA) teachers and literacy researchers are increasingly
attending to the ways that digital technologies may be integrated into the curriculum. Video …

Effectiveness of digital game based learning strategy in Higher Educational Perspectives.

K Bakhsh, M Hafeez, S Shahzad, B Naureen… - Journal of Education and …, 2022 - ERIC
Digital game-based learning strategy is now widely used in various fields such as education,
marketing and advertising. This learning strategy has attracted great attention from scholars …

Recommendations for implementing gamification for mental health and wellbeing

VWS Cheng - Frontiers in psychology, 2020 - frontiersin.org
Gamification is increasingly being proposed as a strategy to increase engagement for
mental health and wellbeing technologies. However, its implementation has been criticized …