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Article: Gamification: a Novel Approach to Mental Health Promotion

TitleGamification: a Novel Approach to Mental Health Promotion
Authors
Issue Date6-Oct-2023
PublisherSpringer
Citation
Current Psychiatry Reports, 2023, v. 25, n. 11, p. 577-586 How to Cite?
Abstract

Purpose of Review: Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. 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. Recent Findings: Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. Summary: This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients’ individual needs and preferences.


Persistent Identifierhttp://hdl.handle.net/10722/338800
ISSN
2021 Impact Factor: 8.081
2020 SCImago Journal Rankings: 2.208

 

DC FieldValueLanguage
dc.contributor.authorCheng, Cecilia-
dc.contributor.authorEbrahimi, Omid V-
dc.date.accessioned2024-03-11T10:31:37Z-
dc.date.available2024-03-11T10:31:37Z-
dc.date.issued2023-10-06-
dc.identifier.citationCurrent Psychiatry Reports, 2023, v. 25, n. 11, p. 577-586-
dc.identifier.issn1523-3812-
dc.identifier.urihttp://hdl.handle.net/10722/338800-
dc.description.abstract<p> <span>Purpose of Review: Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. 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. Recent Findings: Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. Summary: This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients’ individual needs and preferences.</span> <br></p>-
dc.languageeng-
dc.publisherSpringer-
dc.relation.ispartofCurrent Psychiatry Reports-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.titleGamification: a Novel Approach to Mental Health Promotion-
dc.typeArticle-
dc.description.naturepublished_or_final_version-
dc.identifier.doi10.1007/s11920-023-01453-5-
dc.identifier.volume25-
dc.identifier.issue11-
dc.identifier.spage577-
dc.identifier.epage586-
dc.identifier.eissn1535-1645-
dc.identifier.issnl1523-3812-

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