TY - JOUR
T1 - Gamification for Mental Health and Health Psychology :
T2 - insights at the first quarter mark of the 21st Century
AU - Castellano-Tejedor, Carmina
N1 - Publisher Copyright:
© 2024 by the authors.
PY - 2024/7/28
Y1 - 2024/7/28
N2 - The concept of gamification, originally rooted in digital media and game design, has increasingly emerged as a pivotal element in psychology and engagement strategies. Its application spans diverse domains within healthcare, offering innovative solutions to transform patient care through behavior modification and heightened engagement. This contemporary perspective explores theoretical frameworks and provides a critical interdisciplinary examination of current advancements in gamification for mental health and health psychology, identifying existing knowledge gaps and projecting future trends and research directions within these contexts. Based on this, concise criteria for designing, implementing, and evaluating gamification in healthcare, aligned with acknowledged best practices to promote ethical, fair, and trustworthy systems, are outlined, establishing a robust theoretical framework to design gamified interventions and scientifically evaluate their impact.
AB - The concept of gamification, originally rooted in digital media and game design, has increasingly emerged as a pivotal element in psychology and engagement strategies. Its application spans diverse domains within healthcare, offering innovative solutions to transform patient care through behavior modification and heightened engagement. This contemporary perspective explores theoretical frameworks and provides a critical interdisciplinary examination of current advancements in gamification for mental health and health psychology, identifying existing knowledge gaps and projecting future trends and research directions within these contexts. Based on this, concise criteria for designing, implementing, and evaluating gamification in healthcare, aligned with acknowledged best practices to promote ethical, fair, and trustworthy systems, are outlined, establishing a robust theoretical framework to design gamified interventions and scientifically evaluate their impact.
KW - Gamification
KW - Health psychology
KW - Mental health
KW - Gamified intervention
KW - Governance in intelligent systems
KW - Intelligent systems ethical design
UR - http://www.scopus.com/inward/record.url?scp=85202602997&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/1dc3d677-49de-3feb-9e00-ad2e12ce7715/
U2 - 10.3390/ijerph21080990
DO - 10.3390/ijerph21080990
M3 - Article
C2 - 39200601
SN - 1660-4601
VL - 21
JO - International Journal of Environmental Research and Public Health
JF - International Journal of Environmental Research and Public Health
IS - 8
M1 - 990
ER -