E-Bibliothek Gesundheitskompetenz des DNGK
Fachliteratur Gamification
Hier finden Sie die in der Datenbank des DNGK eingestellten Fachartikel zum Thema.
6298796
KNNQITEB
1
chicago-fullnote-bibliography
50
creator
asc
title
11266
https://gesundheitskompetenz.online/wp-content/plugins/zotpress/
%7B%22status%22%3A%22success%22%2C%22updateneeded%22%3Afalse%2C%22instance%22%3Afalse%2C%22meta%22%3A%7B%22request_last%22%3A0%2C%22request_next%22%3A0%2C%22used_cache%22%3Atrue%7D%2C%22data%22%3A%5B%7B%22key%22%3A%22JG4IWSFY%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Aschentrup%20et%20al.%22%2C%22parsedDate%22%3A%222024-01-02%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BAschentrup%2C%20Leona%2C%20Pia%20Anna%20Steimer%2C%20Kevin%20Dadaczynski%2C%20Timothy%20Mc%20Call%2C%20Florian%20Fischer%2C%20and%20Kamil%20J.%20Wrona.%20%26%23x201C%3BEffectiveness%20of%20Gamified%20Digital%20Interventions%20in%20Mental%20Health%20Prevention%20and%20Health%20Promotion%20among%20Adults%3A%20A%20Scoping%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BBMC%20Public%20Health%26lt%3B%5C%2Fi%26gt%3B%2024%2C%20no.%201%20%28January%202%2C%202024%29%3A%2069.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12889-023-17517-3%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12889-023-17517-3%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Effectiveness%20of%20gamified%20digital%20interventions%20in%20mental%20health%20prevention%20and%20health%20promotion%20among%20adults%3A%20a%20scoping%20review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Leona%22%2C%22lastName%22%3A%22Aschentrup%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Pia%20Anna%22%2C%22lastName%22%3A%22Steimer%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Timothy%22%2C%22lastName%22%3A%22Mc%20Call%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Florian%22%2C%22lastName%22%3A%22Fischer%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kamil%20J.%22%2C%22lastName%22%3A%22Wrona%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Though%20still%20a%20young%20field%20of%20research%2C%20gamified%20digital%20interventions%20have%20demonstrated%20potential%20in%20exerting%20a%20favourable%20impact%20on%20health%20and%20overall%20well-being.%20With%20the%20increasing%20use%20of%20the%20internet%20and%20digital%20devices%2C%20the%20integration%20of%20game%20elements%20presents%20novel%20opportunities%20for%20preventing%20mental%20disorders%20and%20enhancing%20mental%20health.%20Hence%2C%20this%20review%20aims%20to%20assess%20the%20effectiveness%20of%20gamified%20interventions%20focusing%20on%20preventing%20mental%20disorders%20or%20promoting%20mental%20health%20among%20adults.%5CnMETHODS%3A%20Based%20on%20a%20scoping%20review%20across%20four%20databases%20%28MEDLINE%2C%20Embase%2C%20PsycInfo%20and%20Web%20of%20Science%29%2C%207%2C953%20studies%20were%20initially%20identified.%20After%20removing%20duplicates%20and%20screening%20titles%2C%20abstracts%20and%20full%20texts%2C%2016%20studies%20were%20identified%20as%20suitable%20for%20inclusion%20in%20a%20narrative%20synthesis%20of%20findings.%20We%20included%20interventional%20studies%20encompassing%20an%20intervention%20and%20a%20control%20group%20aiming%20to%20investigate%20the%20effectiveness%20of%20the%20use%20of%20gamified%20digital%20mental%20health%20interventions%20and%20the%20use%20of%20gamified%20digital%20elements.%5CnRESULTS%3A%20Overall%2C%20positive%20effects%20of%20gamified%20interventions%20on%20mental%20health-related%20outcomes%20were%20identified.%20In%20particular%2C%20beneficial%20consequences%20for%20psychological%20well-being%20and%20depressive%20symptoms%20were%20observed%20in%20all%20studies.%20However%2C%20further%20outcomes%2C%20such%20as%20resilience%2C%20anxiety%2C%20stress%20or%20satisfaction%20with%20life%2C%20showed%20heterogenous%20findings.%20Most%20game%20elements%20used%20were%20reward%2C%20sensation%20and%20progress%2C%20whilst%20the%20quantity%20of%20elements%20was%20not%20consistent%20and%2C%20therefore%2C%20no%20substantiated%20conclusion%20regarding%20the%20%28optimal%29%20quantity%20or%20composition%20of%20game%20elements%20can%20be%20drawn.%20Further%2C%20the%20outcomes%2C%20measurements%20and%20analyses%20differed%20greatly%20between%20the%2016%20included%20studies%20making%20comparisons%20difficult.%5CnCONCLUSION%3A%20In%20summary%2C%20this%20review%20demonstrates%20the%20potential%20of%20integrating%20digital%20game%20elements%20on%20mental%20health%20and%20well-being%20with%20still%20a%20great%20gap%20of%20research.%20A%20taxonomy%20is%20needed%20to%20adequately%20address%20relevant%20game%20elements%20in%20the%20field%20of%20mental%20health%20promotion%20and%20prevention%20of%20mental%20disorders.%20Therefore%2C%20future%20studies%20should%20explicitly%20focus%20on%20the%20mechanisms%20of%20effect%20and%20apply%20rigorous%20study%20designs.%22%2C%22date%22%3A%222024-01-02%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1186%5C%2Fs12889-023-17517-3%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221471-2458%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%226CWITS3E%22%2C%2282LM4JAM%22%2C%22KNNQITEB%22%2C%22T28GHHN8%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A34%3A46Z%22%7D%7D%2C%7B%22key%22%3A%22UIRMSZ4S%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Azevedo%20et%20al.%22%2C%22parsedDate%22%3A%222019-03%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BAzevedo%2C%20Jos%26%23xE9%3B%2C%20Patr%26%23xED%3Bcia%20Padr%26%23xE3%3Bo%2C%20Maria%20J.%20Greg%26%23xF3%3Brio%2C%20Carla%20Almeida%2C%20Nuno%20Moutinho%2C%20Nanna%20Lien%2C%20and%20Renata%20Barros.%20%26%23x201C%3BA%20Web-Based%20Gamification%20Program%20to%20Improve%20Nutrition%20Literacy%20in%20Families%20of%203-%20to%205-Year-Old%20Children%3A%20The%20Nutriscience%20Project.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJournal%20of%20Nutrition%20Education%20and%20Behavior%26lt%3B%5C%2Fi%26gt%3B%2051%2C%20no.%203%20%28March%202019%29%3A%20326%26%23x2013%3B34.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1016%5C%2Fj.jneb.2018.10.008%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1016%5C%2Fj.jneb.2018.10.008%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22A%20Web-Based%20Gamification%20Program%20to%20Improve%20Nutrition%20Literacy%20in%20Families%20of%203-%20to%205-Year-Old%20Children%3A%20The%20Nutriscience%20Project%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Jos%5Cu00e9%22%2C%22lastName%22%3A%22Azevedo%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Patr%5Cu00edcia%22%2C%22lastName%22%3A%22Padr%5Cu00e3o%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Maria%20J.%22%2C%22lastName%22%3A%22Greg%5Cu00f3rio%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Carla%22%2C%22lastName%22%3A%22Almeida%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Nuno%22%2C%22lastName%22%3A%22Moutinho%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Nanna%22%2C%22lastName%22%3A%22Lien%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Renata%22%2C%22lastName%22%3A%22Barros%22%7D%5D%2C%22abstractNote%22%3A%22OBJECTIVE%3A%20Assess%20the%20impact%20of%20a%20web-based%20gamification%20program%20on%20nutrition%20literacy%20of%20families%20and%20explore%20differences%20in%20impact%20by%20socioeconomic%20status.%5CnDESIGN%3A%20Quasi-experimental.%5CnSETTING%3A%20Thirty-seven%20kindergartens%20from%20Portugal.%5CnPARTICIPANTS%3A%20Eight%20hundred%20seventy-seven%20families.%5CnINTERVENTION%3A%20Web-based%20social%20network%20of%20participants%26%23039%3B%20interactions%2C%20educational%20materials%2C%20apps%20and%20nutritional%20challenges%2C%20focused%20on%20fruit%2C%20vegetables%2C%20sugar%2C%20and%20salt.%5CnMAIN%20OUTCOME%20MEASURES%3A%20Parental%20nutrition%20literacy%20%28self-reported%20survey%20-%204%20dimensions%3A%20Nutrients%2C%20Food%20portions%2C%20Portuguese%20food%20wheel%20groups%2C%20Food%20labeling%29.%5CnANALYSIS%3A%20General%20linear%20model%20-%20Repeated%20measures%20was%20used%20to%20analyze%20the%20effect%20on%20the%20nutrition%20literacy%20score.%5CnRESULTS%3A%20Families%20uploaded%201267%20items%20%28recipes%2C%20photographs%20of%20challenges%29%20and%20educators%20uploaded%20327%20items%20%28photographs%2C%20videos%29%20onto%20the%20interactive%20platform.%20For%20the%20intervention%20group%20%28n%5Cu202f%3D%5Cu202f106%29%2C%20the%20final%20mean%20%28SD%29%20score%20of%20nutrition%20literacy%20was%20significantly%20higher%20than%20the%20baseline%3A%2078.8%25%20%2815.6%29%20vs%2072.7%25%20%2816.2%29%3B%20P%20%26lt%3B%20.001%2C%20regardless%20of%20parental%20education%20and%20perceived%20income%20status.%20No%20significant%20differences%20in%20the%20scores%20of%20the%20control%20group%20%28n%5Cu202f%3D%5Cu202f83%29%20were%20observed%20%28final%2067.8%25%20%5B16.1%5D%20vs%20initial%2066.4%25%20%5B15.6%5D%3B%20P%5Cu202f%3D%5Cu202f.364%29.%5CnCONCLUSIONS%20AND%20IMPLICATIONS%3A%20Gamified%20digital%20interactive%20platform%20seems%20to%20be%20a%20useful%2C%20easily%20adapted%20educational%20tool%20for%20the%20healthy%20eating%20learning%20process.%20Future%20implementations%20of%20the%20program%20will%20benefit%20from%20longer%20time%20intervention%20and%20assessment%20of%20the%20eating%20habits%20of%20families%20before%20and%20after%20intervention.%22%2C%22date%22%3A%222019-03%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1016%5C%2Fj.jneb.2018.10.008%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221878-2620%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22S488ZYK4%22%2C%22WLMB9RCY%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A16%3A56Z%22%7D%7D%2C%7B%22key%22%3A%225LFEF8GQ%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Dadaczynski%20et%20al.%22%2C%22parsedDate%22%3A%222017%22%2C%22numChildren%22%3A2%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BDadaczynski%2C%20Kevin%2C%20Stephan%20Schiemann%2C%20and%20Olaf%20Backhaus.%20%26%23x201C%3BPromoting%20Physical%20Activity%20in%20Worksite%20Settings%3A%20Results%20of%20a%20German%20Pilot%20Study%20of%20the%20Online%20Intervention%20Healingo%20Fit.%26%23x201D%3B%20%26lt%3Bi%26gt%3BBMC%20Public%20Health%26lt%3B%5C%2Fi%26gt%3B%2017%2C%20no.%201%20%2808%202017%29%3A%20696.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12889-017-4697-6%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12889-017-4697-6%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Promoting%20physical%20activity%20in%20worksite%20settings%3A%20results%20of%20a%20German%20pilot%20study%20of%20the%20online%20intervention%20Healingo%20fit%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Stephan%22%2C%22lastName%22%3A%22Schiemann%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Olaf%22%2C%22lastName%22%3A%22Backhaus%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Worldwide%2C%20one%20third%20of%20the%20adult%20population%20is%20insufficiently%20physically%20active.%20This%20fact%20has%20led%20to%20a%20strong%20demand%20for%20public%20health%20initiatives.%20Given%20the%20mixed%20evidence%20on%20the%20effectiveness%20of%20worksite%20interventions%20promoting%20physical%20activity%20%28PA%29%2C%20a%20pedometer-based%20and%20gamified%20intervention%2C%20Healingo%20Fit%2C%20was%20developed%20and%20evaluated%20over%20a%20period%20of%20six%20weeks.%5CnMETHODS%3A%20The%20effectiveness%20of%20Healingo%20Fit%20was%20evaluated%20as%20part%20of%20a%20randomized%20controlled%20trial%20%28RCT%29%20with%20two%20measurement%20points%20involving%20employees%20of%20an%20automobile%20manufacturer.%20Direct%20health%20promotion%20outcomes%20were%20assessed%20using%20self-developed%20items%20on%20PA%20knowledge%2C%20the%20HAPA%20brief%20scales%20and%20the%20exercise%20self-efficacy%20scale.%20IPAQ%20short%20version%20was%20used%20to%20assess%20different%20forms%20of%20PA%20behavior.%20Intervention%20effects%20were%20identified%20using%20a%20two-way%20analysis%20of%20variance%20%28ANOVA%29%20with%20repeated%20measurements.%5CnRESULTS%3A%20A%20total%20of%20144%20participants%20took%20part%20in%20the%20study%20%28intervention%20group%5Cu00a0%3D%5Cu00a080%2C%20control%20group%5Cu00a0%3D%5Cu00a064%29.%20The%20results%20of%20the%20ANOVA%20show%20significant%20interaction%20effects%20%28group%20x%20time%29%20for%20health%20promotion%20outcomes%20%28knowledge%2C%20intention%2C%20and%20self-efficacy%29%2C%20with%20medium%20to%20high%20effect%20sizes.%20In%20the%20health%20behavior%20related%20outcomes%2C%20there%20were%20significant%20improvements%2C%20with%20large%20effect%20sizes%20for%20low%20levels%20of%20PA%2C%20but%20not%20for%20moderate%20and%20high%20PA.%20Walking%20time%20increased%20by%20125%5Cu00a0min%5C%2Fweek%20in%20the%20intervention%20group%2C%20corresponding%20to%20a%20percentage%20increase%20of%2030%25%20compared%20to%20baseline.%5CnCONCLUSIONS%3A%20Pedometer-based%20interventions%20using%20gamification%20elements%20can%20have%20positive%20effects%20not%20only%20on%20health%20promotion%20parameters%20but%20can%20also%20lead%20to%20an%20increase%20in%20PA%20behavior.%20The%20online%20format%20of%20Healingo%20Fit%20is%20suitable%20for%20reaching%20large%20numbers%20of%20people%20and%20achieving%20population%20effects.%5CnTRIAL%20REGISTRATION%3A%20German%20Clinical%20Trials%20Register%20%28DRKS%29%3A%20DRKS00006105%20%2C%20date%20of%20registration%3A%202017-03-24.%22%2C%22date%22%3A%2209%2008%2C%202017%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1186%5C%2Fs12889-017-4697-6%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221471-2458%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22822NCPZM%22%2C%22KNNQITEB%22%2C%22P9CVNWVH%22%2C%22TGJJXIQ7%22%5D%2C%22dateModified%22%3A%222024-05-22T13%3A37%3A09Z%22%7D%7D%2C%7B%22key%22%3A%229J2C4MT3%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Davaris%20et%20al.%22%2C%22parsedDate%22%3A%222021-10%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BDavaris%2C%20Myles%20T.%2C%20Samantha%20Bunzli%2C%20Michelle%20M.%20Dowsey%2C%20and%20Peter%20F.%20Choong.%20%26%23x201C%3BGamifying%20Health%20Literacy%3A%20How%20Can%20Digital%20Technology%20Optimize%20Patient%20Outcomes%20in%20Surgery%3F%26%23x201D%3B%20%26lt%3Bi%26gt%3BANZ%20Journal%20of%20Surgery%26lt%3B%5C%2Fi%26gt%3B%2091%2C%20no.%2010%20%28October%202021%29%3A%202008%26%23x2013%3B13.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1111%5C%2Fans.16753%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1111%5C%2Fans.16753%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Gamifying%20health%20literacy%3A%20how%20can%20digital%20technology%20optimize%20patient%20outcomes%20in%20surgery%3F%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Myles%20T.%22%2C%22lastName%22%3A%22Davaris%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Samantha%22%2C%22lastName%22%3A%22Bunzli%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Michelle%20M.%22%2C%22lastName%22%3A%22Dowsey%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Peter%20F.%22%2C%22lastName%22%3A%22Choong%22%7D%5D%2C%22abstractNote%22%3A%22The%20digital%20age%20is%20entrenched%20in%20our%20society%2C%20with%20constant%20innovation%20driving%20change%20in%20the%20way%20clinicians%20and%20patients%20manage%20their%20health%20concerns.%20Health%20literacy%20is%20emerging%20as%20an%20important%20modifiable%20factor%20that%20can%20affect%20clinical%20and%20patient%20outcomes%2C%20yet%20traditional%20forms%20of%20patient%20education%20have%20shown%20mixed%20results.%20Digital%20media%20and%20technologies%2C%20the%20concept%20of%20gamification%20as%20a%20means%20to%20improve%20patient%20health%20literacy%2C%20and%20its%20potential%20for%20misuse%20will%20be%20explored%20in%20this%20review%2C%20in%20the%20context%20of%20a%20digital%2C%20gamified%20tool%20that%20could%20support%20patients%20along%20their%20surgical%20journey.%22%2C%22date%22%3A%222021-10%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1111%5C%2Fans.16753%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221445-2197%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22MDZ69LY7%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A10%3A37Z%22%7D%7D%2C%7B%22key%22%3A%22LV7RGEUC%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Estacio%20et%20al.%22%2C%22parsedDate%22%3A%222020-09%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BEstacio%2C%20Emee%20Vida%2C%20Lavinia%20Nathan%2C%20and%20Joanne%20Protheroe.%20%26%23x201C%3BCelebrating%20the%20Health%20Literacy%20Skills%20of%20Parents%3A%20A%20Photovoice%20Study.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJournal%20of%20Health%20Psychology%26lt%3B%5C%2Fi%26gt%3B%2025%2C%20no.%2010%26%23x2013%3B11%20%28September%202020%29%3A%201522%26%23x2013%3B31.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1177%5C%2F1359105318763494%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1177%5C%2F1359105318763494%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Celebrating%20the%20health%20literacy%20skills%20of%20parents%3A%20A%20photovoice%20study%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Emee%20Vida%22%2C%22lastName%22%3A%22Estacio%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Lavinia%22%2C%22lastName%22%3A%22Nathan%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Joanne%22%2C%22lastName%22%3A%22Protheroe%22%7D%5D%2C%22abstractNote%22%3A%22Parents%20play%20a%20vital%20role%20in%20promoting%20children%26%23039%3Bs%20health.%20The%20parental%20health%20literacy%20skills%20are%20important%20since%20the%20decisions%20they%20make%20can%20have%20an%20impact%20on%20other%20family%20members%26%23039%3B%20health%20and%20well-being.%20Using%20an%20assets-based%20approach%2C%20this%20project%20aimed%20to%20explore%20the%20skills%20parents%20use%20to%20communicate%20health%20messages%20with%20their%20children%20and%20how%20they%20manage%20their%20family%26%23039%3Bs%20health.%20Six%20adult%20parents%20of%20children%20aged%200-16%5Cu2009years%20old%20took%20part%20in%20this%20photovoice%20study.%20The%20thematic%20analysis%20suggests%20that%20tapping%20into%20the%20creativity%20of%20parents%20through%20the%20gamification%20of%20health%20messages%20and%20encouraging%20children%26%23039%3Bs%20independence%20are%20effective%20ways%20to%20promote%20healthy%20behaviors.%20Trusting%20their%20instincts%20and%20developing%20good%20relationships%20with%20healthcare%20providers%20were%20also%20seen%20as%20important.%20However%2C%20there%20is%20still%20a%20need%20to%20improve%20confidence%20and%20skills%2C%20particularly%20on%20how%20to%20critically%20appraise%20information%2C%20especially%20in%20this%20digital%20age%20where%20sources%20of%20information%20are%20vast%20and%20conflicting%20messages%20could%20arise.%22%2C%22date%22%3A%222020-09%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1177%5C%2F1359105318763494%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221461-7277%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22MDZ69LY7%22%2C%22S488ZYK4%22%2C%22SBUIZ4HJ%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A18%3A43Z%22%7D%7D%2C%7B%22key%22%3A%229BBXG449%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Fegan%20and%20Hutchinson%22%2C%22parsedDate%22%3A%222023-09%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BFegan%2C%20Helen%2C%20and%20Rachel%20Hutchinson.%20%26%23x201C%3BIs%20the%20Answer%20to%20Reducing%20Early%20Childhood%20Caries%20in%20Your%20Pocket%3F%26%23x201D%3B%20%26lt%3Bi%26gt%3BEvidence-Based%20Dentistry%26lt%3B%5C%2Fi%26gt%3B%2024%2C%20no.%203%20%28September%202023%29%3A%20134%26%23x2013%3B35.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1038%5C%2Fs41432-023-00922-3%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1038%5C%2Fs41432-023-00922-3%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Is%20the%20answer%20to%20reducing%20early%20childhood%20caries%20in%20your%20pocket%3F%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Helen%22%2C%22lastName%22%3A%22Fegan%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Rachel%22%2C%22lastName%22%3A%22Hutchinson%22%7D%5D%2C%22abstractNote%22%3A%22DATA%20SOURCES%3A%20Electronic%20scientific%20databases%20Embase%2C%20CINAHL%2C%20MEDLINE%2C%20PsycINFO%20and%20Web%20of%20Science%20were%20systematically%20searched%20and%20restricted%20to%20articles%20published%20from%201996%20onwards%20and%20limited%20to%20articles%20published%20in%20English.%20This%20was%20carried%20out%20following%20an%20initial%20scoping%20search%20using%20keywords%20conducted%20in%20PubMed.%5CnSTUDY%20SELECTION%3A%20Original%20studies%20investigating%20the%20use%20of%20mobile%20phone%20applications%20as%20a%20delivery%20method%20of%20healthcare%20interventions%20to%20parents%20and%20caregivers%20with%20children%20%5Cu22646%20years%20of%20age%20were%20included.%20As%20this%20was%20a%20mixed-methods%20systematic%20review%2C%20studies%20that%20have%20quantitative%20clinical%20outcomes%20and%20also%20qualitative%20outcomes%20of%20experiences%2C%20attitudes%20and%20beliefs%20of%20parents%20and%20caregivers%20were%20included.%20EndNote%20X8.2%20and%20Rayyan.ai%20software%20was%20employed%20for%20title%20and%20abstract%20screening.%5CnDATA%20EXTRACTION%20AND%20SYNTHESIS%3A%20Three%20independent%20authors%20developed%20a%20combined%20data%20extraction%20tool%20to%20examine%20titles%2C%20abstracts%20and%20full%20texts%20of%20relevant%20articles%20against%20the%20inclusion%20criteria.%20The%20development%20of%20this%20tool%20was%20guided%20by%20the%20JBI%20reviewer%26%23039%3Bs%20manual.%20Data%20extraction%20was%20completed%20by%20one%20reviewer%2C%20and%20verified%20by%20two%20further%20reviewers.%20Disagreements%20were%20resolved%20by%20discussion.%20Retrieved%20studies%20were%20assessed%20in%20accordance%20with%20the%20Preferred%20Reporting%20Items%20for%20Systematic%20Reviews%20and%20Meta-Analyses%20%28PRISMA%29%20guidelines.%20Data%20extracted%20included%20study%20reference%20information%2C%20study%20design%2C%20setting%2C%20sample%20sizes%20and%20intervention%20characteristics.%20A%20risk%20of%20bias%20assessment%20was%20undertaken%20using%20the%20Quality%20Appraisal%20for%20Diverse%20Studies%20tool%2C%20and%20a%20further%20risk%20assessment%20of%20quantitative%20and%20mixed%20methods%20studies.%5CnRESULTS%3A%20From%205953%20studies%20initially%20identified%2C%205%20studies%20were%20included%20in%20the%20review.%20One%20study%20identified%20using%20a%20gamification%20design%20within%20a%20mobile%20health%20app%20to%20promote%20oral%20health%20had%20statistically%20significant%20improvements%20in%20plaque%20and%20gingival%20indices%20compared%20to%20a%20control%20group%20at%20both%20a%206%20and%2012-week%20recall.%20Two%20studies%20reported%20a%20significant%20improvement%20in%20maternal%20knowledge%20of%20children%26%23039%3Bs%20oral%20health%20as%20a%20result%20of%20using%20an%20oral%20health%20app.%5CnCONCLUSIONS%3A%20The%20delivery%20of%20oral%20health%20promotion%20through%20mobile%20health%20apps%20may%20be%20effective%20in%20reducing%20early%20childhood%20caries%20through%20improving%20health%20literacy%20in%20parents%20and%20caregivers%2C%20however%20key%20challenges%20in%20the%20app%20development%20process%20exist%20surrounding%20privacy%20issues%20and%20data%20protection.%22%2C%22date%22%3A%222023-09%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1038%5C%2Fs41432-023-00922-3%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221476-5446%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22GUHR6SSX%22%2C%22KNNQITEB%22%2C%22SPWXRLZV%22%5D%2C%22dateModified%22%3A%222024-06-05T16%3A19%3A00Z%22%7D%7D%2C%7B%22key%22%3A%228P75GDKT%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Gkintoni%20et%20al.%22%2C%22parsedDate%22%3A%222024-01-29%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BGkintoni%2C%20Evgenia%2C%20Fedra%20Vantaraki%2C%20Charitini%20Skoulidi%2C%20Panagiotis%20Anastassopoulos%2C%20and%20Apostolos%20Vantarakis.%20%26%23x201C%3BPromoting%20Physical%20and%20Mental%20Health%20among%20Children%20and%20Adolescents%20via%20Gamification-A%20Conceptual%20Systematic%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BBehavioral%20Sciences%20%28Basel%2C%20Switzerland%29%26lt%3B%5C%2Fi%26gt%3B%2014%2C%20no.%202%20%28January%2029%2C%202024%29%3A%20102.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.3390%5C%2Fbs14020102%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.3390%5C%2Fbs14020102%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Promoting%20Physical%20and%20Mental%20Health%20among%20Children%20and%20Adolescents%20via%20Gamification-A%20Conceptual%20Systematic%20Review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Evgenia%22%2C%22lastName%22%3A%22Gkintoni%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Fedra%22%2C%22lastName%22%3A%22Vantaraki%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Charitini%22%2C%22lastName%22%3A%22Skoulidi%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Panagiotis%22%2C%22lastName%22%3A%22Anastassopoulos%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Apostolos%22%2C%22lastName%22%3A%22Vantarakis%22%7D%5D%2C%22abstractNote%22%3A%22The%20rapid%20growth%20in%20digital%20technology%20usage%20among%20children%20and%20adolescents%20has%20highlighted%20the%20need%20for%20novel%20approaches%20to%20promote%20their%20physical%20and%20mental%20health.%20This%20paper%20investigates%20the%20viability%20of%20gamification-the%20application%20of%20game%20mechanics%20to%20non-gaming%20contexts-as%20a%20potent%20instrument%20for%20health%20promotion%20and%20mental%20health%20support.%20This%20conceptual%20systematic%20review%20seeks%20to%20examine%20the%20various%20published%20articles%20promoting%20children%20and%20adolescents%26%23039%3B%20physical%20and%20mental%20health%20through%20gamified%20techniques.%20These%20interventions%20can%20provide%20an%20interactive%20and%20engaging%20platform%20for%20encouraging%20physical%20activity%2C%20promoting%20healthy%20nutrition%2C%20enhancing%20emotional%20regulation%2C%20and%20promoting%20mental%20health.%20The%20significance%20of%20this%20topic%20stems%20from%20the%20pervasive%20use%20of%20electronic%20games%2C%20beginning%20at%20a%20young%20age%2C%20which%20makes%20them%20popular%20educational%20tools.%20For%20the%20review%20to%20be%20systematic%20and%20reproducible%2C%20the%20PsycINFO%2C%20Scopus%2C%20PubMed%2C%20and%20Elsevier%20databases%20were%20searched%20and%20the%20PRISMA%20method%20was%20utilized%20for%20the%20analysis.%20After%20analyzing%20the%20research%20data%2C%20empirical%20studies%20assessing%20the%20use%20of%20gamification%20in%20promoting%20adolescents%26%23039%3B%20physical%20and%20mental%20health%20are%20discussed.%20In%20conclusion%2C%20gamification%20has%20demonstrated%20promise%20for%20promoting%20children%26%23039%3Bs%20and%20adolescents%26%23039%3B%20physical%20and%20mental%20health.%20It%20improves%20motivation%2C%20commitment%2C%20and%20adherence%20to%20healthy%20behaviors.%20However%2C%20additional%20research%20is%20required%20to%20evaluate%20gamification%20interventions%26%23039%3B%20long-term%20effectiveness%20and%20sustainability%20in%20promoting%20health%20behaviors%20among%20this%20population.%22%2C%22date%22%3A%222024-01-29%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.3390%5C%2Fbs14020102%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222076-328X%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22ACPQBWRE%22%2C%22KNNQITEB%22%2C%22S488ZYK4%22%2C%22T28GHHN8%22%5D%2C%22dateModified%22%3A%222024-06-06T11%3A08%3A29Z%22%7D%7D%2C%7B%22key%22%3A%22H5MCWGPR%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Hakim%20et%20al.%22%2C%22parsedDate%22%3A%222024-02-29%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BHakim%2C%20Hina%2C%20S.%20Michelle%20Driedger%2C%20Dominique%20Gagnon%2C%20Julien%20Chevrier%2C%20Genevi%26%23xE8%3Bve%20Roch%2C%20Eve%20Dub%26%23xE9%3B%2C%20and%20Holly%20O.%20Witteman.%20%26%23x201C%3BDigital%20Gamification%20Tools%20to%20Enhance%20Vaccine%20Uptake%3A%20Scoping%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJMIR%20Serious%20Games%26lt%3B%5C%2Fi%26gt%3B%2012%20%28February%2029%2C%202024%29%3A%20e47257.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F47257%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F47257%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Digital%20Gamification%20Tools%20to%20Enhance%20Vaccine%20Uptake%3A%20Scoping%20Review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Hina%22%2C%22lastName%22%3A%22Hakim%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22S.%20Michelle%22%2C%22lastName%22%3A%22Driedger%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Dominique%22%2C%22lastName%22%3A%22Gagnon%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Julien%22%2C%22lastName%22%3A%22Chevrier%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Genevi%5Cu00e8ve%22%2C%22lastName%22%3A%22Roch%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Eve%22%2C%22lastName%22%3A%22Dub%5Cu00e9%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Holly%20O.%22%2C%22lastName%22%3A%22Witteman%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Gamification%20has%20been%20used%20successfully%20to%20promote%20various%20desired%20health%20behaviors.%20Previous%20studies%20have%20used%20gamification%20to%20achieve%20desired%20health%20behaviors%20or%20facilitate%20their%20learning%20about%20health.%5CnOBJECTIVE%3A%20In%20this%20scoping%20review%2C%20we%20aimed%20to%20describe%20digital%20gamified%20tools%20that%20have%20been%20implemented%20or%20evaluated%20across%20various%20populations%20to%20encourage%20vaccination%2C%20as%20well%20as%20any%20reported%20effects%20of%20identified%20tools.%5CnMETHODS%3A%20We%20searched%20Medline%2C%20Embase%2C%20CINAHL%2C%20the%20Web%20of%20Science%20Core%20Collection%2C%20the%20Cochrane%20Database%20of%20Systematic%20Reviews%2C%20the%20Cochrane%20Central%20Register%20of%20Controlled%20Trials%2C%20Academic%20Search%20Premier%2C%20PsycInfo%2C%20Global%20Health%2C%20and%20ERIC%20for%20peer-reviewed%20papers%20describing%20digital%20gamified%20tools%20with%20or%20without%20evaluations.%20We%20also%20conducted%20web%20searches%20with%20Google%20to%20identify%20digital%20gamified%20tools%20lacking%20associated%20publications.%20We%20consulted%2012%20experts%20in%20the%20field%20of%20gamification%20and%20health%20behavior%20to%20identify%20any%20papers%20or%20tools%20we%20might%20have%20missed.%20We%20extracted%20data%20about%20the%20target%20population%20of%20the%20tools%2C%20the%20interventions%20themselves%20%28eg%2C%20type%20of%20digital%20gamified%20tool%20platform%2C%20type%20of%20disease%5C%2Fvaccine%2C%20type%20and%20design%20of%20study%29%2C%20and%20any%20effects%20of%20evaluated%20tools%2C%20and%20we%20synthesized%20data%20narratively.%5CnRESULTS%3A%20Of%201402%20records%2C%20we%20included%2028%20%282%25%29%20peer-reviewed%20papers%20and%2010%20digital%20gamified%20tools%20lacking%20associated%20publications.%20The%20experts%20added%201%20digital%20gamified%20tool%20that%20met%20the%20inclusion%20criteria.%20Our%20final%20data%20set%20therefore%20included%2028%20peer-reviewed%20papers%20and%2011%20digital%20gamified%20tools.%20Of%20the%2028%20peer-reviewed%20papers%2C%207%20%2825%25%29%20explained%20the%20development%20of%20the%20tool%2C%2016%20%2857%25%29%20described%20evaluation%2C%20and%202%20%287%25%29%20reported%20both%20development%20and%20evaluation%20of%20the%20tool.%20The%2028%20peer-reviewed%20papers%20reported%20on%2025%20different%20tools.%20Of%20these%2025%20digital%20gamified%20tools%2C%2011%20%2844%25%29%20were%20web-based%20tools%2C%208%20%2832%25%29%20mobile%20%28native%20mobile%20or%20mobile-enabled%20web%29%20apps%2C%20and%206%20%2824%25%29%20virtual%20reality%20tools.%20Overall%2C%20tools%20that%20were%20evaluated%20showed%20increases%20in%20knowledge%20and%20intentions%20to%20receive%20vaccines%2C%20mixed%20effects%20on%20attitudes%2C%20and%20positive%20effects%20on%20beliefs.%20We%20did%20not%20observe%20discernible%20advantages%20of%20one%20type%20of%20digital%20gamified%20tool%20%28web%20based%2C%20mobile%2C%20virtual%20reality%29%20over%20the%20others.%20However%2C%20a%20few%20studies%20were%20randomized%20controlled%20trials%2C%20and%20publication%20bias%20may%20have%20led%20to%20such%20positive%20effects%20having%20a%20higher%20likelihood%20of%20appearing%20in%20the%20peer-reviewed%20literature.%5CnCONCLUSIONS%3A%20Digital%20gamified%20tools%20appear%20to%20have%20potential%20for%20improving%20vaccine%20uptake%20by%20fostering%20positive%20beliefs%20and%20increasing%20vaccine-related%20knowledge%20and%20intentions.%20Encouraging%20comparative%20studies%20of%20different%20features%20or%20different%20types%20of%20digital%20gamified%20tools%20could%20advance%20the%20field%20by%20identifying%20features%20or%20types%20of%20tools%20that%20yield%20more%20positive%20effects%20across%20populations%20and%20contexts.%20Further%20work%20in%20this%20area%20should%20seek%20to%20inform%20the%20implementation%20of%20gamification%20for%20vaccine%20acceptance%20and%20promote%20effective%20health%20communication%2C%20thus%20yielding%20meaningful%20health%20and%20social%20impacts.%22%2C%22date%22%3A%222024-02-29%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2F47257%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222291-9279%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%226DTIS6M4%22%2C%22KNNQITEB%22%2C%22NDCUTGYH%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A31%3A00Z%22%7D%7D%2C%7B%22key%22%3A%22E75FSLWD%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Harst%20and%20Timpel%22%2C%22parsedDate%22%3A%222020-01-01%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BHarst%2C%20Lorenz%2C%20and%20Patrick%20Timpel.%20%26quot%3B%26lt%3Ba%20class%3D%26%23039%3Bzp-ItemURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fwww.researchgate.net%5C%2Fpublication%5C%2F339652748_Systematische_Ubersicht_zum_Einsatz_von_Gamification-basierten_Interventionen_fur_Typ_II_Diabetes%26%23039%3B%26gt%3BSystematische%20%5Cu00dcbersicht%20zum%20Einsatz%20von%20Gamification-basierten%20Interventionen%20f%5Cu00fcr%20Typ%20II%20Diabetes%26lt%3B%5C%2Fa%26gt%3B%2C%26quot%3B%20161%5Cu201382%2C%202020.%20https%3A%5C%2F%5C%2Fdoi.org%5C%2F10.5771%5C%2F9783748900658-161.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22bookSection%22%2C%22title%22%3A%22Systematische%20%5Cu00dcbersicht%20zum%20Einsatz%20von%20Gamification-basierten%20Interventionen%20f%5Cu00fcr%20Typ%20II%20Diabetes%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Lorenz%22%2C%22lastName%22%3A%22Harst%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Patrick%22%2C%22lastName%22%3A%22Timpel%22%7D%5D%2C%22abstractNote%22%3A%22Electronic%20patient%20records%20or%20virtual%20consultation%20hours%5Cu2014in%20recent%20years%2C%20digital%20developments%20have%20increasingly%20found%20their%20way%20into%20medical%20care%20structures%20and%20individual%20healthcare.%20Additionally%2C%20communication%20on%20health%20and%20illness%20in%20individuals%5Cu2019%20everyday%20lives%20is%20increasingly%20taking%20place%20via%20digital%20media%20and%20has%20become%20an%20element%20of%20our%20lifestyle%3A%20fitness%20trackers%2C%20health%20apps%20or%20fitness%20stories%20on%20Instagram%20are%20becoming%20more%20and%20more%20popular.%20This%20volume%20brings%20together%2013%20theoretical%20and%20empirical%20contributions%2C%20which%20trace%20the%20consequences%20of%20the%20digital%20revolution%20in%20the%20health%20sector%20according%20to%20three%20main%20areas%3A%201%29%20the%20significance%20of%20digital%20media%20technologies%20for%20doctor%5Cu2013patient%20relationships%20and%20patient%20care%2C%202%29%20the%20potential%20and%20limits%20of%20digital%20media%20technologies%20in%20health%20communication%2C%20and%203%29%20the%20effects%20of%20health-related%20digital%20media%20content.%20With%20contributions%20by%20Florian%20Arendt%2C%20Eva%20Baumann%2C%20Astrid%20Carolus%2C%20Katharina%20Emde-Lachmund%2C%20Lorenz%20Harst%2C%20Julia%20Hauswald%2C%20Simone%20J%5Cu00e4ger%2C%20Anja%20Kalch%2C%20Veronika%20Karnowski%2C%20Constanze%20K%5Cu00fcchler%2C%20Elena%20Link%2C%20Christine%20Linke%2C%20Antonia%20Markiewitz%2C%20Marina%20Mergen%2C%20Julia%20Niemann-Lenz%2C%20Daniel%20Possler%2C%20Doreen%20Reifegerste%2C%20Claudia%20Riesmeyer%2C%20Magdalena%20Rosset%2C%20Constanze%20Rossmann%2C%20Sebastian%20Scherr%2C%20Esther%20Schmotz%2C%20Robin%20Seel%2C%20Paula%20Stehr%2C%20Mareike%20Schwepe%2C%20Patrick%20Timpel%2C%20Carolin%20Wienrich%22%2C%22bookTitle%22%3A%22%22%2C%22date%22%3A%222020-01-01%22%2C%22originalDate%22%3A%22%22%2C%22originalPublisher%22%3A%22%22%2C%22originalPlace%22%3A%22%22%2C%22format%22%3A%22%22%2C%22ISBN%22%3A%22978-3-7489-0065-8%22%2C%22DOI%22%3A%22%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Fwww.researchgate.net%5C%2Fpublication%5C%2F339652748_Systematische_Ubersicht_zum_Einsatz_von_Gamification-basierten_Interventionen_fur_Typ_II_Diabetes%22%2C%22ISSN%22%3A%22%22%2C%22language%22%3A%22de%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22ACPQBWRE%22%2C%22I2KQCY6E%22%2C%22KNNQITEB%22%2C%22X7PUUBWP%22%5D%2C%22dateModified%22%3A%222024-06-06T11%3A10%3A02Z%22%7D%7D%2C%7B%22key%22%3A%22LRBU8B68%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Haruna%20et%20al.%22%2C%22parsedDate%22%3A%222019-02-28%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BHaruna%2C%20Hussein%2C%20Xiao%20Hu%2C%20Samuel%20Kai%20Wah%20Chu%2C%20and%20Robin%20R.%20Mellecker.%20%26%23x201C%3BInitial%20Validation%20of%20the%20MAKE%20Framework%3A%20A%20Comprehensive%20Instrument%20for%20Evaluating%20the%20Efficacy%20of%20Game-Based%20Learning%20and%20Gamification%20in%20Adolescent%20Sexual%20Health%20Literacy.%26%23x201D%3B%20%26lt%3Bi%26gt%3BAnnals%20of%20Global%20Health%26lt%3B%5C%2Fi%26gt%3B%2085%2C%20no.%201%20%28February%2028%2C%202019%29%3A%2019.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.5334%5C%2Faogh.1110%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.5334%5C%2Faogh.1110%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Initial%20Validation%20of%20the%20MAKE%20Framework%3A%20A%20Comprehensive%20Instrument%20for%20Evaluating%20the%20Efficacy%20of%20Game-Based%20Learning%20and%20Gamification%20in%20Adolescent%20Sexual%20Health%20Literacy%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Hussein%22%2C%22lastName%22%3A%22Haruna%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Xiao%22%2C%22lastName%22%3A%22Hu%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Samuel%20Kai%20Wah%22%2C%22lastName%22%3A%22Chu%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Robin%20R.%22%2C%22lastName%22%3A%22Mellecker%22%7D%5D%2C%22abstractNote%22%3A%22OBJECTIVES%3A%20When%20evaluating%20the%20effectiveness%20of%20a%20method%20for%20instructing%20adolescents%20in%20sexual%20health%20literacy%2C%20it%20is%20essential%20to%20consider%20how%20the%20method%20motivates%20learning%2C%20promotes%20a%20change%20of%20attitude%2C%20increases%20knowledge%20gain%2C%20and%20engages%20students%20%28MAKE%29.%20This%20article%20reports%20on%20the%20development%20and%20validation%20of%20a%20unified%2C%20comprehensive%20framework%20for%20evaluating%20the%20efficacy%20of%20games%20in%20teaching%20sexual%20health%20behaviors%20for%20curbing%20unhealthy%20sexual%20outcomes%20to%20secondary%20school%20adolescents%20in%20low%20resource%20settings.%5CnMETHODS%3A%20The%20initial%20validation%20of%20the%20MAKE%20framework%20was%20administered%20to%20120%20students%20using%20quantitative%20data%20collection%20and%20analysis.%20It%20was%20then%20subjected%20to%20factor%20analysis%20tests%20to%20investigate%20the%20items%26%23039%3B%20structure%2C%20and%20Cronbach%26%23039%3Bs%20alpha%20was%20applied%20to%20measure%20the%20scale%20reliability%20using%20SPSS%20Version%2024.%5CnRESULTS%3A%20Data%20analyses%20demonstrate%20that%20the%20MAKE%20framework%20is%20a%20comprehensive%20instrument%20to%20evaluate%20teaching%20methods%20with%20four%20powerful%20constructs%2C%20each%20of%20which%20has%20two%20to%20four%20components.%20For%20each%20construct%2C%20the%20following%20data%20were%20obtained%3A%20for%20motivation%2C%20standardized%20alpha%20%3D%200.92%2C%20Kaiser-Meyer-Olkin%20%28KMO%29%20%3D%200.88%2C%20and%20p%20%3D%200.001%3B%20for%20attitude%2C%20standardized%20Cronbach%26%23039%3Bs%20alpha%20%3D%200.90%2C%20KMO%20%3D%200.88%2C%20and%20p%20%3D%200.001%3B%20for%20knowledge%2C%20standardized%20alpha%20%3D%200.92%2C%20KMO%20%3D%200.86%2C%20and%20p%20%3D%200.001%3B%20and%20finally%2C%20for%20engagement%2C%20standardized%20alpha%20%3D%200.90%2C%20KMO%20%3D%200.87%2C%20and%20p%20%3D%200.001.%20Cronbach%26%23039%3Bs%20alpha%20for%20each%20component%20was%20above%20the%20cut-off%20point%20%280.65%29.%5CnCONCLUSIONS%3A%20This%20study%20shows%20that%20the%20MAKE%20framework%20is%20a%20satisfactory%20instrument%20for%20assessing%20the%20efficacy%20of%20teaching%20methods%20for%20sexual%20health%20literacy%20in%20a%20variety%20of%20teaching%20environments.%20The%20method%20may%20also%20have%20value%20for%20assessing%20the%20effectiveness%20of%20other%20methods%20in%20adolescent%20sexual%20health%20education.%22%2C%22date%22%3A%222019-02-28%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.5334%5C%2Faogh.1110%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222214-9996%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22IE7JTZ2W%22%2C%22KNNQITEB%22%2C%22MDZ69LY7%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A15%3A39Z%22%7D%7D%2C%7B%22key%22%3A%22H4B57MKV%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Horstmann%20et%20al.%22%2C%22parsedDate%22%3A%222018-11-01%22%2C%22numChildren%22%3A0%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BHorstmann%2C%20David%2C%20Daniel%20Tolks%2C%20Kevin%20Dadaczynski%2C%20and%20Peter%20Paulus.%20%26quot%3B%26lt%3Ba%20class%3D%26%23039%3Bzp-ItemURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2Fs11553-018-0659-9%26%23039%3B%26gt%3BF%5Cu00f6rderung%20des%20Wohlbefindens%20durch%20%26quot%3BGamification%26quot%3B%26lt%3B%5C%2Fa%26gt%3B.%26quot%3B%20%26lt%3Bi%26gt%3BPr%5Cu00e4vention%20und%20Gesundheitsf%5Cu00f6rderung%26lt%3B%5C%2Fi%26gt%3B%2013%2C%20no.%204%20%28November%201%2C%202018%29%3A%20305%5Cu201311.%20%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22F%5Cu00f6rderung%20des%20Wohlbefindens%20durch%20%5C%22Gamification%5C%22%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22David%22%2C%22lastName%22%3A%22Horstmann%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Daniel%22%2C%22lastName%22%3A%22Tolks%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Peter%22%2C%22lastName%22%3A%22Paulus%22%7D%5D%2C%22abstractNote%22%3A%22Wohlbefinden%20ist%20ein%20wichtiger%20Teil%20eines%20ganzheitlichen%20Gesundheitsansatzes%2C%20wird%20in%20der%20Gesundheitsf%5Cu00f6rderung%20und%20Pr%5Cu00e4vention%20jedoch%20kaum%20ber%5Cu00fccksichtigt.%20Dabei%20bieten%20%5Cu201eserious%20games%5Cu201c%20und%20%5Cu201egamification%5Cu201c%20neue%2C%20wirksame%20Ans%5Cu00e4tze%20zur%20F%5Cu00f6rderung%20des%20Wohlbefindens%20und%20der%20psychischen%20Gesundheit.%22%2C%22date%22%3A%222018-11-01%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1007%5C%2Fs11553-018-0659-9%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2Fs11553-018-0659-9%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221861-6763%22%2C%22language%22%3A%22de%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%226CWITS3E%22%2C%2282LM4JAM%22%2C%22KNNQITEB%22%2C%22T28GHHN8%22%5D%2C%22dateModified%22%3A%222024-06-04T17%3A57%3A55Z%22%7D%7D%2C%7B%22key%22%3A%22IJEL5ER8%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Ingadottir%20et%20al.%22%2C%22parsedDate%22%3A%222017-05-10%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BIngadottir%2C%20Brynja%2C%20Katrin%20Blondal%2C%20David%20Thue%2C%20Sigridur%20Zoega%2C%20Ingela%20Thylen%2C%20and%20Tiny%20Jaarsma.%20%26%23x201C%3BDevelopment%2C%20Usability%2C%20and%20Efficacy%20of%20a%20Serious%20Game%20to%20Help%20Patients%20Learn%20About%20Pain%20Management%20After%20Surgery%3A%20An%20Evaluation%20Study.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJMIR%20Serious%20Games%26lt%3B%5C%2Fi%26gt%3B%205%2C%20no.%202%20%28May%2010%2C%202017%29%3A%20e10.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2Fgames.6894%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2Fgames.6894%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Development%2C%20Usability%2C%20and%20Efficacy%20of%20a%20Serious%20Game%20to%20Help%20Patients%20Learn%20About%20Pain%20Management%20After%20Surgery%3A%20An%20Evaluation%20Study%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Brynja%22%2C%22lastName%22%3A%22Ingadottir%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Katrin%22%2C%22lastName%22%3A%22Blondal%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22David%22%2C%22lastName%22%3A%22Thue%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Sigridur%22%2C%22lastName%22%3A%22Zoega%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Ingela%22%2C%22lastName%22%3A%22Thylen%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Tiny%22%2C%22lastName%22%3A%22Jaarsma%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Postoperative%20pain%20is%20a%20persistent%20problem%20after%20surgery%20and%20can%20delay%20recovery%20and%20develop%20into%20chronic%20pain.%20Better%20patient%20education%20has%20been%20proposed%20to%20improve%20pain%20management%20of%20patients.%20Serious%20games%20have%20not%20been%20previously%20developed%20to%20help%20patients%20to%20learn%20how%20to%20manage%20their%20postoperative%20pain.%5CnOBJECTIVE%3A%20The%20aim%20of%20this%20study%20was%20to%20describe%20the%20development%20of%20a%20computer-based%20game%20for%20surgical%20patients%20to%20learn%20about%20postoperative%20pain%20management%20and%20to%20evaluate%20the%20usability%2C%20user%20experience%2C%20and%20efficacy%20of%20the%20game.%5CnMETHODS%3A%20A%20computer%20game%20was%20developed%20by%20an%20interdisciplinary%20team%20following%20a%20structured%20approach.%20The%20usability%2C%20user%20experience%2C%20and%20efficacy%20of%20the%20game%20were%20evaluated%20using%20self-reported%20questionnaires%20%28AttrakDiff2%2C%20Postoperative%20Pain%20Management%20Game%20Survey%2C%20Patient%20Knowledge%20About%20Postoperative%20Pain%20Management%20questionnaire%29%2C%20semi-structured%20interviews%2C%20and%20direct%20observation%20in%20one%20session%20with%2020%20participants%20recruited%20from%20the%20general%20public%20via%20Facebook%20%28mean%20age%2048%20%5BSD%2014%5D%3B%2011%20women%29.%20Adjusted%20Barriers%20Questionnaire%20II%20and%203%20questions%20on%20health%20literacy%20were%20used%20to%20collect%20background%20information.%5CnRESULTS%3A%20Theories%20of%20self-care%20and%20adult%20learning%2C%20evidence%20for%20the%20educational%20needs%20of%20patients%20about%20pain%20management%2C%20and%20principles%20of%20gamification%20were%20used%20to%20develop%20the%20computer%20game.%20Ease%20of%20use%20and%20usefulness%20received%20a%20median%20score%20between%202.00%20%28IQR%201.00%29%20and%205.00%20%28IQR%202.00%29%20%28possible%20scores%200-5%3B%20IQR%2C%20interquartile%20range%29%2C%20and%20ease%20of%20use%20was%20further%20confirmed%20by%20observation.%20Participants%20expressed%20satisfaction%20with%20this%20novel%20method%20of%20learning%2C%20despite%20some%20technological%20challenges.%20The%20attributes%20of%20the%20game%2C%20measured%20with%20AttrakDiff2%2C%20received%20a%20median%20score%20above%200%20in%20all%20dimensions%3B%20highest%20for%20attraction%20%28median%201.43%2C%20IQR%200.93%29%20followed%20by%20pragmatic%20quality%20%28median%201.31%2C%20IQR%201.04%29%2C%20hedonic%20quality%20interaction%20%28median%201.00%2C%20IQR%201.04%29%2C%20and%20hedonic%20quality%20stimulation%20%28median%200.57%2C%20IQR%200.68%29.%20Knowledge%20of%20pain%20medication%20and%20pain%20management%20strategies%20improved%20after%20playing%20the%20game%20%28P%3D.001%29.%5CnCONCLUSIONS%3A%20A%20computer%20game%20can%20be%20an%20efficient%20method%20of%20learning%20about%20pain%20management%3B%20it%20has%20the%20potential%20to%20improve%20knowledge%20and%20is%20appreciated%20by%20users.%20To%20assess%20the%20game%26%23039%3Bs%20usability%20and%20efficacy%20in%20the%20context%20of%20preparation%20for%20surgery%2C%20an%20evaluation%20with%20a%20larger%20sample%2C%20including%20surgical%20patients%20and%20older%20people%2C%20is%20required.%22%2C%22date%22%3A%222017-05-10%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2Fgames.6894%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222291-9279%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22JQF2VFWH%22%2C%22KNNQITEB%22%2C%22MDZ69LY7%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A20%3A38Z%22%7D%7D%2C%7B%22key%22%3A%229XBFTCJ5%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Lampert%20and%20Tolks%22%2C%22parsedDate%22%3A%222022%22%2C%22numChildren%22%3A0%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BLampert%2C%20Claudia%2C%20and%20Daniel%20Tolks.%20%26quot%3B%26lt%3Ba%20class%3D%26%23039%3Bzp-ItemURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2F978-3-662-62800-3_48-1%26%23039%3B%26gt%3BPotenziale%20spielerischer%20Gesundheitsanwendungen%20%28g-Health%29%20f%5Cu00fcr%20die%20F%5Cu00f6rderung%20von%20Gesundheitskompetenz%26lt%3B%5C%2Fa%26gt%3B.%26quot%3B%20In%20%26lt%3Bi%26gt%3BGesundheitskompetenz%26lt%3B%5C%2Fi%26gt%3B%2C%20edited%20by%20Katharina%20Rathmann%2C%20Kevin%20Dadaczynski%2C%20Orkan%20Okan%2C%20and%20Melanie%20Messer%2C%201%5Cu201312.%20Springer%20Reference%20Pflege%20%5Cu2013%20Therapie%20%5Cu2013%20Gesundheit.%20Berlin%2C%20Heidelberg%3A%20Springer%2C%202022.%20%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22bookSection%22%2C%22title%22%3A%22Potenziale%20spielerischer%20Gesundheitsanwendungen%20%28g-Health%29%20f%5Cu00fcr%20die%20F%5Cu00f6rderung%20von%20Gesundheitskompetenz%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Claudia%22%2C%22lastName%22%3A%22Lampert%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Daniel%22%2C%22lastName%22%3A%22Tolks%22%7D%2C%7B%22creatorType%22%3A%22editor%22%2C%22firstName%22%3A%22Katharina%22%2C%22lastName%22%3A%22Rathmann%22%7D%2C%7B%22creatorType%22%3A%22editor%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22editor%22%2C%22firstName%22%3A%22Orkan%22%2C%22lastName%22%3A%22Okan%22%7D%2C%7B%22creatorType%22%3A%22editor%22%2C%22firstName%22%3A%22Melanie%22%2C%22lastName%22%3A%22Messer%22%7D%5D%2C%22abstractNote%22%3A%22Digitale%20Unterhaltungsangebote%20bieten%20vielf%5Cu00e4ltige%20Gestaltungsm%5Cu00f6glichkeiten%20und%20eignen%20sich%20in%20unterschiedlicher%20Weise%20f%5Cu00fcr%20die%20Vermittlung%20gesundheitsbezogener%20Inhalte%20oder%20die%20F%5Cu00f6rderung%20und%20Aufrechterhaltung%20der%20eigenen%20Gesundheitskompetenz.%20Die%20game-basierten%20Angebote%20%28im%20Folgenden%20g-Health%29%20unterscheiden%20sich%20dabei%20nicht%20nur%20hinsichtlich%20des%20Gesundheitsbezugs%2C%20der%20Zielstellung%2C%20des%20Anwendungsbereichs%2C%20des%20Spieldesigns%20oder%20der%20Programmierung%20und%20Plattform%2C%20sondern%20vor%20allem%20auch%20hinsichtlich%20ihres%20theoretischen%20Rahmens.%20Der%20vorliegende%20Beitrag%20gibt%20einen%20%5Cu00dcberblick%20%5Cu00fcber%20Games%20for%20Health%2C%20Serious%20Games%20sowie%20%28game-basierte%29%20Gesundheits-Apps%20als%20zentrale%20Varianten%20von%20g-Health.%20Dar%5Cu00fcber%20hinaus%20werden%20grundlegende%20theoretische%20Bez%5Cu00fcge%20%28u.%5Cu00a0a.%20Entertainment-Education%2C%20Gamification%29%20und%20Anwendungsbereiche%20skizziert.%20In%20einer%20Gegen%5Cu00fcberstellung%20werden%20die%20Potenziale%20und%20Limitationen%20von%20unterschiedlichen%20g-Health-Angeboten%20herausgestellt.%20Den%20Abschluss%20bildet%20ein%20Ausblick%20auf%20ein%20sich%20rasch%20entwickelndes%20Angebot%20und%20Forschungsfeld.%22%2C%22bookTitle%22%3A%22Gesundheitskompetenz%22%2C%22date%22%3A%222022%22%2C%22originalDate%22%3A%22%22%2C%22originalPublisher%22%3A%22%22%2C%22originalPlace%22%3A%22%22%2C%22format%22%3A%22%22%2C%22ISBN%22%3A%22978-3-662-62800-3%22%2C%22DOI%22%3A%22%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2F978-3-662-62800-3_48-1%22%2C%22ISSN%22%3A%22%22%2C%22language%22%3A%22de%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%226DCTQ3Z4%22%2C%229DQ86GFT%22%2C%22HXXEFK4Z%22%2C%22KLZYJFE2%22%2C%22KNNQITEB%22%2C%22SPWXRLZV%22%2C%22X7PUUBWP%22%5D%2C%22dateModified%22%3A%222024-06-04T15%3A30%3A01Z%22%7D%7D%2C%7B%22key%22%3A%22UZM2YXMW%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Lee%20and%20Ryu%22%2C%22parsedDate%22%3A%222023-04-01%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BLee%2C%20Jisan%2C%20and%20Hyeongju%20Ryu.%20%26%23x201C%3BUsability%20of%20a%20New%20Digital%20Walking%20Program%20for%20Older%20Adults%3A%20A%20Pilot%20Study.%26%23x201D%3B%20%26lt%3Bi%26gt%3BBMC%20Geriatrics%26lt%3B%5C%2Fi%26gt%3B%2023%2C%20no.%201%20%28April%201%2C%202023%29%3A%20193.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12877-023-03739-y%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1186%5C%2Fs12877-023-03739-y%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Usability%20of%20a%20new%20digital%20walking%20program%20for%20older%20adults%3A%20a%20pilot%20study%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Jisan%22%2C%22lastName%22%3A%22Lee%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Hyeongju%22%2C%22lastName%22%3A%22Ryu%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Walking%20has%20been%20emphasized%20as%20an%20important%20solution%20for%20preventing%20isolation%20among%20older%20adults%2C%20especially%20given%20the%20coronavirus%20disease%202019%20%28COVID-19%29%20pandemic%2C%20and%20various%20methods%20are%20being%20proposed%20to%20promote%20walking%20in%20this%20population.%20In%20this%20study%2C%20a%20walking%20exercise%20program%20for%20the%20elderly%20was%20developed%20using%20various%20latest%20technologies%2C%20and%20the%20effectiveness%20and%20influencing%20factors%20of%20the%20program%20were%20evaluated.%5CnMETHOD%3A%20The%20walking%20program%20for%20older%20adults%20was%20designed%20using%20mHealth%20devices%2C%20social%20media%20application%2C%20and%20gamified%20elements%20to%20prevent%20isolation.%20Twelve%20participants%20were%20recruited%20via%20an%20online%20community%20of%20retired%20individuals.%20This%20one-year%20study%20involved%20a%20one-group%20repeated%20measures%20experimental%20design%3B%20an%20online%20questionnaire%20was%20conducted%20four%20times%20along%20with%20a%20focus%20group%20interview.%5CnRESULT%3A%20The%20results%20showed%20that%20the%20e-health%20literacy%20of%20the%2012%20participants%20increased%2C%20while%20Wearable%20Device%20App%20Literacy%5C%2FUsability%2C%20digital%20health%20self-efficacy%2C%20and%20walking%20program%20evaluation%20showed%20a%20decline.%20In%20the%20focus%20group%20interview%2C%20participants%20expressed%20their%20appreciation%20for%20this%20program%2C%20ways%20to%20overcome%20its%20limitations%2C%20and%20expectations%20for%20the%20next%20program.%5CnCONCLUSION%3A%20This%20study%20confirmed%20the%20positive%20effect%20of%20the%20online%20walking%20program%20for%20retired%20older%20adults%2C%20indicating%20that%20an%20online-offline%20convergence%20program%20suitable%20for%20the%20%26quot%3BCOVID-19%20era%26quot%3B%20will%20be%20necessary%20in%20the%20future.%22%2C%22date%22%3A%222023-04-01%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1186%5C%2Fs12877-023-03739-y%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221471-2318%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%222JLBQKWD%22%2C%2246NNKHWR%22%2C%22822NCPZM%22%2C%22KNNQITEB%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A07%3A16Z%22%7D%7D%2C%7B%22key%22%3A%22PV2HE35K%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Moreira%20et%20al.%22%2C%22parsedDate%22%3A%222024-04-04%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BMoreira%2C%20Rui%2C%20Augusta%20Silveira%2C%20Teresa%20Sequeira%2C%20Nuno%20Dur%26%23xE3%3Bo%2C%20Jessica%20Louren%26%23xE7%3Bo%2C%20In%26%23xEA%3Bs%20Cascais%2C%20Rita%20Maria%20Cabral%2C%20and%20Tiago%20Taveira%20Gomes.%20%26%23x201C%3BGamification%20and%20Oral%20Health%20in%20Children%20and%20Adolescents%3A%20Scoping%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BInteractive%20Journal%20of%20Medical%20Research%26lt%3B%5C%2Fi%26gt%3B%2013%20%28April%204%2C%202024%29%3A%20e35132.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F35132%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F35132%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Gamification%20and%20Oral%20Health%20in%20Children%20and%20Adolescents%3A%20Scoping%20Review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Rui%22%2C%22lastName%22%3A%22Moreira%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Augusta%22%2C%22lastName%22%3A%22Silveira%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Teresa%22%2C%22lastName%22%3A%22Sequeira%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Nuno%22%2C%22lastName%22%3A%22Dur%5Cu00e3o%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Jessica%22%2C%22lastName%22%3A%22Louren%5Cu00e7o%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22In%5Cu00eas%22%2C%22lastName%22%3A%22Cascais%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Rita%20Maria%22%2C%22lastName%22%3A%22Cabral%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Tiago%22%2C%22lastName%22%3A%22Taveira%20Gomes%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Oral%20health%20is%20a%20determinant%20of%20overall%20well-being%20and%20quality%20of%20life.%20Individual%20behaviors%2C%20such%20as%20oral%20hygiene%20and%20dietary%20habits%2C%20play%20a%20central%20role%20in%20oral%20health.%20Motivation%20is%20a%20crucial%20factor%20in%20promoting%20behavior%20change%2C%20and%20gamification%20offers%20a%20means%20to%20boost%20health-related%20knowledge%20and%20encourage%20positive%20health%20behaviors.%5CnOBJECTIVE%3A%20This%20study%20aims%20to%20evaluate%20the%20impact%20of%20gamification%20and%20its%20mechanisms%20on%20oral%20health%20care%20of%20children%20and%20adolescents.%5CnMETHODS%3A%20A%20systematic%20search%20covered%20multiple%20databases%3A%20PubMed%5C%2FMEDLINE%2C%20PsycINFO%2C%20the%20Cochrane%20Library%2C%20ScienceDirect%2C%20and%20LILACS.%20Gray%20literature%2C%20conference%20proceedings%2C%20and%20WHOQOL%20internet%20resources%20were%20considered.%20Studies%20from%20January%202013%20to%20December%202022%20were%20included%2C%20except%20for%20PubMed%5C%2FMEDLINE%2C%20which%20was%20searched%20until%20January%202023.%20A%20total%20of%2015%20studies%20were%20selected%20following%20PRISMA%20%28Preferred%20Reporting%20Items%20for%20Systematic%20Reviews%20and%20Meta-Analyses%29%20guidelines.%20The%20eligibility%20criteria%20were%20peer-reviewed%2C%20full-text%2C%20and%20empirical%20research%20related%20to%20gamification%20in%20oral%20health%20care%2C%20reports%20of%20impact%2C%20and%20oral%20health%20care%20outcomes.%20The%20exclusion%20criteria%20encompassed%20duplicate%20articles%3B%20unavailable%20full%20texts%3B%20nonoriginal%20articles%3B%20and%20non-digital%20game-related%2C%20non-oral%20health-related%2C%20and%20protocol%20studies.%20Selected%20studies%20were%20scrutinized%20for%20gamification%20mechanisms%20and%20outcomes.%20Two%20main%20questions%20were%20raised%3A%20%26quot%3BDoes%20gamification%20in%20oral%20health%20care%20impact%20oral%20health%3F%26quot%3B%20and%20%26quot%3BDoes%20oral%20health%20care%20gamification%20enhance%20health%20promotion%20and%20literacy%3F%26quot%3B%20The%20PICO%20%28Patient%2C%20Intervention%2C%20Comparison%2C%20Outcome%29%20framework%20guided%20the%20scoping%20review.%5CnRESULTS%3A%20Initially%2C%20617%20records%20were%20obtained%20from%205%20databases%20and%20gray%20literature%20sources.%20After%20applying%20exclusion%20criteria%2C%2015%20records%20were%20selected.%20Sample%20size%20in%20the%20selected%20studies%20ranged%20from%2034%20to%20190%20children%20and%20adolescents.%20A%20substantial%20portion%20%2811%5C%2F15%2C%2073%25%29%20of%20the%20studies%20discussed%20oral%20self-care%20apps%20supported%20by%20evidence-based%20oral%20health.%20The%20most%20clearly%20defined%20data%20in%20the%20apps%20were%20%26quot%3Bbrushing%20time%26quot%3B%20%2811%5C%2F11%2C%20100%25%29%20and%20%26quot%3Bdaily%20amount%20brushing%26quot%3B%20%2810%5C%2F11%2C%2091%25%29.%20Most%20studies%20%2811%5C%2F15%2C%2073%25%29%20mentioned%20oral%20health%20care%20behavior%20change%20techniques%20and%20included%20%26quot%3Bprompt%20intention%20formation%26quot%3B%20%2811%5C%2F26%2C%2042%25%29%2C%20%26quot%3Bproviding%20instructions%26quot%3B%20%2811%5C%2F26%2C%2042%25%29%2C%20%26quot%3Bproviding%20information%20on%20the%20behavior-health%20link%26quot%3B%20%2810%5C%2F26%2C%2038%25%29%2C%20%26quot%3Bproviding%20information%20on%20consequences%26quot%3B%20%289%5C%2F26%2C%2035%25%29%2C%20%26quot%3Bmodeling%20or%20demonstrating%20behavior%26quot%3B%20%289%5C%2F26%2C%2035%25%29%2C%20%26quot%3Bproviding%20feedback%20on%20performance%26quot%3B%20%288%5C%2F26%2C%2031%25%29%2C%20and%20%26quot%3Bproviding%20contingent%20rewards%26quot%3B%20%288%5C%2F26%2C%2031%25%29.%20Furthermore%2C%2080%25%20%2812%5C%2F15%29%20of%20the%20studies%20identified%20game%20design%20elements%20incorporating%20gamification%20features%20in%20oral%20hygiene%20applications.%20The%20most%20prevalent%20gamification%20features%20were%20%26quot%3Bideological%20incentives%26quot%3B%20%2810%5C%2F12%2C%2083%25%29%20and%20%26quot%3Bgoals%26quot%3B%20%289%5C%2F16%2C%2056%25%29%2C%20which%20were%20found%20in%20user-specific%20and%20challenge%20categories%2C%20respectively.%5CnCONCLUSIONS%3A%20Gamification%20in%20oral%20health%20care%20shows%20potential%20as%20an%20innovative%20approach%20to%20promote%20positive%20health%20behaviors.%20Most%20studies%20reported%20evidence-based%20oral%20health%20and%20incorporated%20oral%20health%20care%20behavior%20change%20techniques.%22%2C%22date%22%3A%222024-04-04%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2F35132%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221929-073X%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22NDCUTGYH%22%2C%22S488ZYK4%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A29%3A31Z%22%7D%7D%2C%7B%22key%22%3A%22BAHM8B5A%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Orumaa%20et%20al.%22%2C%22parsedDate%22%3A%222022-12-13%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BOrumaa%2C%20Madleen%2C%20Suzanne%20Campbell%2C%20Nathalie%20C.%20St%26%23xF8%3Ber%2C%20Philip%20E.%20Castle%2C%20Sagar%20Sen%2C%20Ameli%20Trop%26%23xE9%3B%2C%20Adebola%20Adedimeji%2C%20and%20Mari%20Nyg%26%23xE5%3Brd.%20%26%23x201C%3BImpact%20of%20the%20Mobile%20Game%20FightHPV%20on%20Cervical%20Cancer%20Screening%20Attendance%3A%20Retrospective%20Cohort%20Study.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJMIR%20Serious%20Games%26lt%3B%5C%2Fi%26gt%3B%2010%2C%20no.%204%20%28December%2013%2C%202022%29%3A%20e36197.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F36197%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F36197%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Impact%20of%20the%20Mobile%20Game%20FightHPV%20on%20Cervical%20Cancer%20Screening%20Attendance%3A%20Retrospective%20Cohort%20Study%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Madleen%22%2C%22lastName%22%3A%22Orumaa%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Suzanne%22%2C%22lastName%22%3A%22Campbell%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Nathalie%20C.%22%2C%22lastName%22%3A%22St%5Cu00f8er%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Philip%20E.%22%2C%22lastName%22%3A%22Castle%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Sagar%22%2C%22lastName%22%3A%22Sen%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Ameli%22%2C%22lastName%22%3A%22Trop%5Cu00e9%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Adebola%22%2C%22lastName%22%3A%22Adedimeji%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Mari%22%2C%22lastName%22%3A%22Nyg%5Cu00e5rd%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20The%20wide%20availability%20of%20mobile%20phones%20has%20made%20it%20easy%20to%20disseminate%20health-related%20information%20and%20make%20it%20accessible.%20With%20gamification%2C%20mobile%20apps%20can%20nudge%20people%20to%20make%20informed%20health%20choices%2C%20including%20attending%20cervical%20cancer%20screening.%5CnOBJECTIVE%3A%20This%20matched%20retrospective%20cohort%20study%20examined%20the%20association%20between%20exposure%20to%20the%20FightHPV%20mobile%20app%20gamified%20educational%20content%20and%20having%20a%20cervical%20exam%20in%20the%20following%20year.%5CnMETHODS%3A%20Women%20aged%2020%20to%2069%20years%20who%20signed%20an%20electronic%20consent%20form%20after%20downloading%20the%20FightHPV%20app%20in%202017%20%28intervention%20group%29%20were%20matched%201%3A6%20with%20women%20of%20the%20same%20age%20and%20with%20the%20same%20screening%20history%20%28reference%20group%29%20in%202015.%20To%20estimate%20the%20impact%20of%20exposure%20to%20the%20FightHPV%20app%2C%20we%20estimated%20cumulative%20incidence%20and%20hazard%20ratios%20%28HRs%29%20with%2095%25%20CIs.%20We%20used%20data%20from%20the%20Norwegian%20Cervical%20Cancer%20Screening%20Program%20database%20and%20Statistics%20Norway%20to%20determine%20screening%20participation%20and%20outcomes%2C%20respectively.%5CnRESULTS%3A%20We%20matched%203860%20women%20in%20the%20control%20group%20to%20658%20women%20in%20the%20intervention%20group%3B%206%20months%20after%20enrollment%2C%2029.6%25%20%28195%5C%2F658%29%20of%20the%20women%20in%20the%20intervention%20group%20and%2015.21%25%20%28587%5C%2F3860%29%20of%20those%20in%20the%20reference%20group%20underwent%20a%20cervical%20exam%20%28P%26lt%3B.01%29.%20Women%20exposed%20to%20the%20FightHPV%20app%20were%202%20times%20more%20likely%20to%20attend%20screening%20%28adjusted%20HR%202.3%2C%2095%25%20CI%202.0-2.7%29%2C%20during%20which%20they%20were%2013%20times%20more%20likely%20to%20be%20diagnosed%20with%20high-grade%20abnormality%20%28adjusted%20HR%2012.7%2C%2095%25%20CI%205.0-32.5%29%20than%20the%20women%20in%20the%20reference%20group.%5CnCONCLUSIONS%3A%20Exposure%20to%20the%20FightHPV%20app%20significantly%20increased%20cervical%20cancer%20screening%20attendance%20across%20the%20various%20analyses%20and%20improved%20detection%20of%20women%20with%20high%20risk%20for%20cervical%20cancer.%20For%20the%20first%20time%2C%20we%20demonstrated%20the%20effectiveness%20of%20gamification%20combined%20with%20mobile%20technology%20in%20cancer%20prevention%20by%20empowering%20women%20to%20make%20active%20health-related%20decisions.%20Gamification%20can%20significantly%20improve%20the%20understanding%20of%20complicated%20scientific%20concepts%20behind%20interventions%20and%20increase%20the%20acceptance%20of%20proposed%20cancer%20control%20measures.%22%2C%22date%22%3A%222022-12-13%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2F36197%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222291-9279%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22SXDM3NIR%22%2C%22W637CI9M%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A09%3A11Z%22%7D%7D%2C%7B%22key%22%3A%22VM3L82Y2%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Ossenbrink%20et%20al.%22%2C%22parsedDate%22%3A%222023-06-01%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BOssenbrink%2C%20Linda%2C%20Tina%20Haase%2C%20Patrick%20Timpel%2C%20Olaf%20Schoffer%2C%20Madlen%20Scheibe%2C%20Jochen%20Schmitt%2C%20Stefanie%20Deckert%2C%20and%20Lorenz%20Harst.%20%26%23x201C%3BEffectiveness%20of%20Digital%20Health%20Interventions%20Containing%20Game%20Components%20for%20the%20Self-Management%20of%20Type%202%20Diabetes%3A%20Systematic%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJMIR%20Serious%20Games%26lt%3B%5C%2Fi%26gt%3B%2011%20%28June%201%2C%202023%29%3A%20e44132.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F44132%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F44132%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Effectiveness%20of%20Digital%20Health%20Interventions%20Containing%20Game%20Components%20for%20the%20Self-management%20of%20Type%202%20Diabetes%3A%20Systematic%20Review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Linda%22%2C%22lastName%22%3A%22Ossenbrink%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Tina%22%2C%22lastName%22%3A%22Haase%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Patrick%22%2C%22lastName%22%3A%22Timpel%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Olaf%22%2C%22lastName%22%3A%22Schoffer%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Madlen%22%2C%22lastName%22%3A%22Scheibe%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Jochen%22%2C%22lastName%22%3A%22Schmitt%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Stefanie%22%2C%22lastName%22%3A%22Deckert%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Lorenz%22%2C%22lastName%22%3A%22Harst%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20Games%20and%20game%20components%20have%20become%20a%20major%20trend%20in%20the%20realm%20of%20digital%20health%20research%20and%20practice%20as%20they%20are%20assumed%20to%20foster%20behavior%20change%20and%20thereby%20improve%20patient-reported%20and%20clinical%20outcomes%20for%20patients%20with%20type%202%20diabetes.%5CnOBJECTIVE%3A%20The%20aim%20of%20this%20systematic%20review%20was%20to%20summarize%20and%20evaluate%20the%20current%20evidence%20on%20the%20effectiveness%20of%20digital%20health%20interventions%20containing%20game%20components%20on%20behavioral%2C%20patient-reported%2C%20and%20clinical%20outcomes%20for%20patients%20with%20type%202%20diabetes.%5CnMETHODS%3A%20An%20electronic%20search%20was%20conducted%20in%20MEDLINE%20and%20PsycINFO%20in%20April%202020%3B%20updated%20in%20April%202022%3B%20and%20supplemented%20by%20additional%20searches%20via%20Google%20Scholar%2C%20Web%20of%20Science%20%28which%20was%20used%20for%20forward%20citation%20tracking%29%2C%20and%20within%20the%20references%20of%20the%20included%20records.%20Articles%20were%20identified%20using%20predefined%20inclusion%20and%20exclusion%20criteria.%20In%20total%2C%202%20reviewers%20independently%20conducted%20title%2C%20abstract%2C%20and%20full-text%20screening%20and%20then%20individually%20performed%20a%20critical%20appraisal%20of%20all%20the%20included%20studies%20using%20the%20Cochrane%20risk-of-bias%20tool%20version%202.%20A%20consensus%20was%20reached%20through%20discussion.%5CnRESULTS%3A%20Of%202325%20potentially%20relevant%20titles%20%28duplicates%20excluded%29%2C%2010%20%280.43%25%29%20randomized%20controlled%20trials%20were%20included%20in%20this%20review.%20Quality%20assessment%20revealed%20a%20high%20risk%20of%20bias%20for%20all%20randomized%20controlled%20trials%20except%20for%2010%25%20%281%5C%2F10%29%2C%20with%20performance%20bias%20due%20to%20the%20lack%20of%20blinding%20being%20the%20major%20source%20of%20bias.%20There%20is%20evidence%20suggesting%20that%20digital%20health%20interventions%20containing%20game%20components%20can%20substantially%20improve%20motivation%20for%20physical%20activity%20%281%5C%2F1%2C%20100%25%20of%20the%20studies%20dealing%20with%20PA%20motivation%29%2C%20exercise%20intensity%20%283%5C%2F5%2C%2060%25%29%2C%20dietary%20behavior%20%284%5C%2F4%2C%20100%25%29%2C%20health%20literacy%20%281%5C%2F3%2C%2033%25%29%2C%20mental%20quality%20of%20life%20%282%5C%2F2%2C%20100%25%29%2C%20glycated%20hemoglobin%20level%20%282%5C%2F6%2C%2033%25%29%2C%20BMI%20%281%5C%2F3%2C%2033%25%29%2C%20fasting%20plasma%20glucose%20level%20%281%5C%2F2%2C%2050%25%29%2C%20waist%20circumference%20%281%5C%2F1%2C%20100%25%29%2C%20and%20aerobic%20capacity%20%281%5C%2F1%2C%20100%25%29.%5CnCONCLUSIONS%3A%20Published%20studies%20indicated%20that%20digital%20health%20interventions%20containing%20game%20components%20might%20improve%20health%20behavior%20patterns%2C%20quality%20of%20life%2C%20and%20clinical%20outcomes%20in%20patients%20with%20type%202%20diabetes.%20However%2C%20the%20intervention%20types%20and%20outcomes%20studied%20were%20heterogeneous%2C%20and%20study%20quality%20was%20mostly%20low%2C%20which%20translates%20to%20ambiguous%20results.%20Future%20research%20should%20focus%20on%20sound%20methodology%20and%20reporting%20as%20well%20as%20on%20identifying%20game%20components%20that%20contribute%20to%20significant%20positive%20effects.%5CnTRIAL%20REGISTRATION%3A%20PROSPERO%20CRD42020209706%3B%20https%3A%5C%2F%5C%2Fwww.crd.york.ac.uk%5C%2Fprospero%5C%2Fdisplay_record.php%3FRecordID%3D209706.%22%2C%22date%22%3A%222023-06-01%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2F44132%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222291-9279%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%227FBAMELL%22%2C%22822NCPZM%22%2C%228B2HH96K%22%2C%22ACPQBWRE%22%2C%22JQF2VFWH%22%2C%22JRUWB6HN%22%2C%22KNNQITEB%22%2C%22N24UXA6K%22%2C%22SXDM3NIR%22%2C%22X7PUUBWP%22%5D%2C%22dateModified%22%3A%222024-06-06T10%3A47%3A56Z%22%7D%7D%2C%7B%22key%22%3A%22J5ESVLLZ%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Tolks%20et%20al.%22%2C%22parsedDate%22%3A%222019-02%22%2C%22numChildren%22%3A0%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BTolks%2C%20Daniel%2C%20Michael%20Sailer%2C%20Kevin%20Dadaczynski%2C%20Claudia%20Lampert%2C%20Julia%20Huberty%2C%20Peter%20Paulus%2C%20and%20David%20Horstmann.%20%26quot%3B%26lt%3Ba%20class%3D%26%23039%3Bzp-ItemURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fwww.mdpi.com%5C%2F2078-2489%5C%2F10%5C%2F2%5C%2F58%26%23039%3B%26gt%3BONYA%5Cu2014The%20Wellbeing%20Game%3A%20How%20to%20Use%20Gamification%20to%20Promote%20Wellbeing%26lt%3B%5C%2Fa%26gt%3B.%26quot%3B%20%26lt%3Bi%26gt%3BInformation%26lt%3B%5C%2Fi%26gt%3B%2010%2C%20no.%202%20%28February%202019%29%3A%2058.%20https%3A%5C%2F%5C%2Fdoi.org%5C%2F10.3390%5C%2Finfo10020058.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22ONYA%5Cu2014The%20Wellbeing%20Game%3A%20How%20to%20Use%20Gamification%20to%20Promote%20Wellbeing%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Daniel%22%2C%22lastName%22%3A%22Tolks%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Michael%22%2C%22lastName%22%3A%22Sailer%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Claudia%22%2C%22lastName%22%3A%22Lampert%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Julia%22%2C%22lastName%22%3A%22Huberty%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Peter%22%2C%22lastName%22%3A%22Paulus%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22David%22%2C%22lastName%22%3A%22Horstmann%22%7D%5D%2C%22abstractNote%22%3A%22The%20Wellbeing%20Game%20uses%20game%20design%20elements%20to%20promote%20wellbeing.%20Players%20document%20their%20daily%20activities%20in%20the%20game%20and%20categorize%20them%20to%20one%20or%20more%20of%20five%20wellbeing-related%20factors.%20The%20users%20join%20teams%20and%20can%20create%20team%20events%20to%20work%20together%20and%20improve%20their%20wellbeing%20status.%20The%20present%20study%20aims%20to%20review%20the%20application%20and%20the%20theoretical%20base%20of%20%26lsquo%3BThe%20Wellbeing%20Game%26rsquo%3B%2C%20to%20adapt%20it%20to%20the%20German%20context%2C%20and%20to%20evaluate%20its%20health%20effects%20in%20different%20settings.%20Additional%20aims%20are%20to%20analyze%20the%20current%20state%20of%20research%20regarding%20the%20links%20between%20health%2C%20wellbeing%2C%20and%20gamification%20and%20to%20identify%20crucial%20game%20design%20elements%20that%20have%20to%20be%20implemented%20in%20the%20application%20in%20order%20to%20address%20the%20needs%20of%20competence%2C%20autonomy%2C%20and%20social%20relatedness%20according%20to%20the%20self-determination%20theory.%22%2C%22date%22%3A%222019%5C%2F2%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.3390%5C%2Finfo10020058%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Fwww.mdpi.com%5C%2F2078-2489%5C%2F10%5C%2F2%5C%2F58%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%22%22%2C%22language%22%3A%22en%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22X7PUUBWP%22%5D%2C%22dateModified%22%3A%222021-03-23T16%3A55%3A24Z%22%7D%7D%2C%7B%22key%22%3A%22YH5NXRYY%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Tolks%20et%20al.%22%2C%22parsedDate%22%3A%222020-05-25%22%2C%22numChildren%22%3A0%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BTolks%2C%20Daniel%2C%20Claudia%20Lampert%2C%20Kevin%20Dadaczynski%2C%20Eveline%20Maslon%2C%20Peter%20Paulus%2C%20and%20Michael%20Sailer.%20%26quot%3B%26lt%3Ba%20class%3D%26%23039%3Bzp-ItemURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2Fs00103-020-03156-1%26%23039%3B%26gt%3BSpielerische%20Ans%5Cu00e4tze%20in%20Pr%5Cu00e4vention%20und%20Gesundheitsf%5Cu00f6rderung%3A%20Serious%20Games%20und%20Gamification%26lt%3B%5C%2Fa%26gt%3B.%26quot%3B%20%26lt%3Bi%26gt%3BBundesgesundheitsblatt%20-%20Gesundheitsforschung%20-%20Gesundheitsschutz%26lt%3B%5C%2Fi%26gt%3B%2C%20May%2025%2C%202020.%20%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Spielerische%20Ans%5Cu00e4tze%20in%20Pr%5Cu00e4vention%20und%20Gesundheitsf%5Cu00f6rderung%3A%20Serious%20Games%20und%20Gamification%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Daniel%22%2C%22lastName%22%3A%22Tolks%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Claudia%22%2C%22lastName%22%3A%22Lampert%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kevin%22%2C%22lastName%22%3A%22Dadaczynski%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Eveline%22%2C%22lastName%22%3A%22Maslon%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Peter%22%2C%22lastName%22%3A%22Paulus%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Michael%22%2C%22lastName%22%3A%22Sailer%22%7D%5D%2C%22abstractNote%22%3A%22Digitale%20Spieleanwendungen%20k%5Cu00f6nnen%20im%20Bereich%20Pr%5Cu00e4vention%20und%20Gesundheitsf%5Cu00f6rderung%20eingesetzt%20werden%2C%20um%20etwa%20gesundheitsrelevante%20Informationen%20zu%20vermitteln%20oder%20Verhaltens%5Cu00e4nderungen%20zu%20evozieren.%20Dabei%20sind%20die%20beiden%20relevantesten%20spielerischen%20Ans%5Cu00e4tze%20Serious%20Games%20%28Spiele%20mit%20ernsthaftem%20Hintergrund%29%20und%20Gamification%20%28Anwendung%20spieltypischer%20Elemente%20in%20spielfremden%20Kontexten%29.%20Der%20Begriff%20Serious%20Games%20umschreibt%20Spiele%2C%20die%20eingesetzt%20werden%2C%20um%20ernsthafte%20Inhalte%2C%20wie%20zum%20Beispiel%20gesundheitliche%20Themen%2C%20zu%20vermitteln.%20Bei%20Gamification%20werden%20Spieldesignelemente%2C%20wie%20beispielsweise%20Punkte%2C%20Bestenlisten%2C%20Auszeichnungen%2C%20Profilgestaltung%20und%20Teamevents%2C%20eingesetzt%2C%20um%20eine%20Motivations-%20und%20Leistungssteigerung%20etwa%20in%20Lernumgebungen%20zu%20bewirken.%20Der%20vorliegende%20narrative%20Beitrag%20beleuchtet%20die%20Wirkungsweise%20und%20Studienlage%20sowie%20die%20Vor-%20und%20Nachteile%20spielerischer%20Anwendungen%20in%20der%20Pr%5Cu00e4vention%20und%20Gesundheitsf%5Cu00f6rderung%20und%20f%5Cu00fchrt%20einige%20dieser%20Anwendungen%20exemplarisch%20auf.%22%2C%22date%22%3A%222020-05-25%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1007%5C%2Fs00103-020-03156-1%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1007%5C%2Fs00103-020-03156-1%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%221437-1588%22%2C%22language%22%3A%22de%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%226CWITS3E%22%2C%2282LM4JAM%22%2C%22KNNQITEB%22%2C%22LSGM8V2E%22%2C%22S488ZYK4%22%2C%22X7PUUBWP%22%5D%2C%22dateModified%22%3A%222024-05-15T09%3A21%3A24Z%22%7D%7D%2C%7B%22key%22%3A%22LM79CRLG%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Vi%5Cu00e9%20et%20al.%22%2C%22parsedDate%22%3A%222024%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BVi%26%23xE9%3B%2C%20Clara%2C%20Kyllian%20Govindin-Ramassamy%2C%20Dimitri%20Thellier%2C%20David%20Labrosse%2C%20and%20Ilaria%20Montagni.%20%26%23x201C%3BEffectiveness%20of%20Digital%20Games%20Promoting%20Young%20People%26%23x2019%3Bs%20Mental%20Health%3A%20A%20Review%20of%20Reviews.%26%23x201D%3B%20%26lt%3Bi%26gt%3BDigital%20Health%26lt%3B%5C%2Fi%26gt%3B%2010%20%282024%29%3A%2020552076231220814.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1177%5C%2F20552076231220814%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.1177%5C%2F20552076231220814%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Effectiveness%20of%20digital%20games%20promoting%20young%20people%27s%20mental%20health%3A%20A%20review%20of%20reviews%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Clara%22%2C%22lastName%22%3A%22Vi%5Cu00e9%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Kyllian%22%2C%22lastName%22%3A%22Govindin-Ramassamy%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Dimitri%22%2C%22lastName%22%3A%22Thellier%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22David%22%2C%22lastName%22%3A%22Labrosse%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Ilaria%22%2C%22lastName%22%3A%22Montagni%22%7D%5D%2C%22abstractNote%22%3A%22OBJECTIVES%3A%20Digital%20games%20are%20a%20popular%20form%20of%20entertainment%20for%20youth.%20They%20are%20often%20used%20as%20a%20therapy%20for%20psychological%20problems%2C%20a%20mental%20health%20promotion%20intervention%2C%20and%20a%20preventative%20measure.%20Systematic%20reviews%20and%20meta-analyses%20have%20been%20conducted%20to%20assess%20the%20effectiveness%20of%20mental%20health-related%20digital%20games.%20However%2C%20a%20synthesis%20considering%20all%20evaluation%20results%20to%20inform%20their%20development%20is%20missing.%5CnMETHODS%3A%20We%20performed%20a%20review%20of%20reviews%20to%20synthetize%20results%20of%20previous%20research%20to%20describe%20the%20impact%20of%20digital%20games%20on%20the%20mental%20health%20of%20young%20people%20aged%20%26lt%3B30%20years%20old.%20We%20considered%20systematic%20reviews%20and%20meta-analyses%20published%20between%202012%20and%202022.%20Searches%20were%20conducted%20in%20Scopus%2C%20Google%20Scholar%2C%20Pubmed%2C%20and%20Cochrane%20library%20systematic%20reviews%20%28CENTRAL%29%20during%20October%202023.%5CnRESULTS%3A%20Our%20final%20selection%20included%2010%20systematic%20reviews%20and%20meta-analyses%20on%20interventions%20targeting%20youth%20of%20both%20sexes%20aged%202-29%20years%20old%20across%20the%20world.%20In%20total%2C%20218%20interventions%20were%20identified.%20Selected%20articles%20reported%20different%20types%20of%20games%2C%20e.g.%2C%20active%20and%20non-active%20video%20games%2C%20virtual%20reality%20games%2C%20serious%20games.%20Not%20all%20digital%20games%20were%20conscientiously%20evaluated%2C%20but%2C%20in%20general%2C%20their%20impact%20on%20mental%20health%20was%20positive.%20Regarding%20the%20quality%2C%205%20studies%20were%20of%20high%20quality%2C%203%20of%20moderate%20quality%20and%202%20of%20low%20quality.%5CnCONCLUSIONS%3A%20Overall%2C%20elements%20of%20gamification%20were%20well-accepted%2C%20but%20they%20lacked%20assessment%20through%20rigorous%20experimental%20conditions.%20Digital%20games%20for%20mental%20health%20are%20promising%2C%20but%20in%20order%20to%20be%20consistently%20effective%20in%20promoting%20young%20people%26%23039%3Bs%20mental%20health%20and%20prevent%20psychological%20diseases%2C%20they%20should%20present%20specific%20features.%22%2C%22date%22%3A%222024%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.1177%5C%2F20552076231220814%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222055-2076%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%222G8YLGV7%22%2C%2246NNKHWR%22%2C%22KNNQITEB%22%2C%22S488ZYK4%22%2C%22T28GHHN8%22%5D%2C%22dateModified%22%3A%222024-06-04T18%3A33%3A47Z%22%7D%7D%2C%7B%22key%22%3A%22KQ5KCIRA%22%2C%22library%22%3A%7B%22id%22%3A6298796%7D%2C%22meta%22%3A%7B%22creatorSummary%22%3A%22Zeiler%20et%20al.%22%2C%22parsedDate%22%3A%222025-05-05%22%2C%22numChildren%22%3A1%7D%2C%22bib%22%3A%22%26lt%3Bdiv%20class%3D%26quot%3Bcsl-bib-body%26quot%3B%20style%3D%26quot%3Bline-height%3A%201.35%3B%20padding-left%3A%201em%3B%20text-indent%3A-1em%3B%26quot%3B%26gt%3B%5Cn%20%20%26lt%3Bdiv%20class%3D%26quot%3Bcsl-entry%26quot%3B%26gt%3BZeiler%2C%20Michael%2C%20Sandra%20V%26%23xF6%3Bgl%2C%20Ursula%20Prinz%2C%20Nino%20Werner%2C%20Gudrun%20Wagner%2C%20Andreas%20Karwautz%2C%20Natalie%20Zeller%2C%20Lorenz%20Ackermann%2C%20and%20Karin%20Waldherr.%20%26%23x201C%3BGame%20Design%2C%20Effectiveness%2C%20and%20Implementation%20of%20Serious%20Games%20Promoting%20Aspects%20of%20Mental%20Health%20Literacy%20Among%20Children%20and%20Adolescents%3A%20Systematic%20Review.%26%23x201D%3B%20%26lt%3Bi%26gt%3BJMIR%20Mental%20Health%26lt%3B%5C%2Fi%26gt%3B%2012%20%28May%205%2C%202025%29%3A%20e67418.%20%26lt%3Ba%20class%3D%26%23039%3Bzp-DOIURL%26%23039%3B%20href%3D%26%23039%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F67418%26%23039%3B%26gt%3Bhttps%3A%5C%2F%5C%2Fdoi.org%5C%2F10.2196%5C%2F67418%26lt%3B%5C%2Fa%26gt%3B.%26lt%3B%5C%2Fdiv%26gt%3B%5Cn%26lt%3B%5C%2Fdiv%26gt%3B%22%2C%22data%22%3A%7B%22itemType%22%3A%22journalArticle%22%2C%22title%22%3A%22Game%20Design%2C%20Effectiveness%2C%20and%20Implementation%20of%20Serious%20Games%20Promoting%20Aspects%20of%20Mental%20Health%20Literacy%20Among%20Children%20and%20Adolescents%3A%20Systematic%20Review%22%2C%22creators%22%3A%5B%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Michael%22%2C%22lastName%22%3A%22Zeiler%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Sandra%22%2C%22lastName%22%3A%22V%5Cu00f6gl%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Ursula%22%2C%22lastName%22%3A%22Prinz%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Nino%22%2C%22lastName%22%3A%22Werner%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Gudrun%22%2C%22lastName%22%3A%22Wagner%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Andreas%22%2C%22lastName%22%3A%22Karwautz%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Natalie%22%2C%22lastName%22%3A%22Zeller%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Lorenz%22%2C%22lastName%22%3A%22Ackermann%22%7D%2C%7B%22creatorType%22%3A%22author%22%2C%22firstName%22%3A%22Karin%22%2C%22lastName%22%3A%22Waldherr%22%7D%5D%2C%22abstractNote%22%3A%22BACKGROUND%3A%20The%20effects%20of%20traditional%20health-promoting%20and%20preventive%20interventions%20in%20mental%20health%20and%20mental%20health%20literacy%20are%20often%20attenuated%20by%20low%20adherence%20and%20user%20engagement.%20Gamified%20approaches%20such%20as%20serious%20games%20%28SGs%29%20may%20be%20useful%20to%20reach%20and%20engage%20youth%20for%20mental%20health%20prevention%20and%20promotion.%5CnOBJECTIVE%3A%20This%20study%20aims%20to%20systematically%20review%20the%20literature%20on%20SGs%20designed%20to%20promote%20aspects%20of%20mental%20health%20literacy%20among%20adolescents%20aged%2010%20to%2014%20years%2C%20focusing%20on%20game%20design%20characteristics%20and%20the%20evaluation%20of%20user%20engagement%2C%20as%20well%20as%20efficacy%2C%20effectiveness%2C%20and%20implementation-related%20factors.%5CnMETHODS%3A%20We%20searched%20PubMed%2C%20Scopus%2C%20and%20PsycINFO%20for%20original%20studies%2C%20intervention%20development%20studies%2C%20and%20study%20protocols%20that%20described%20the%20development%2C%20characteristics%2C%20and%20evaluation%20of%20SG%20interventions%20promoting%20aspects%20of%20mental%20health%20literacy%20among%20adolescents%20aged%2010%20to%2014%20years.%20We%20included%20SGs%20developed%20for%20both%20universal%20and%20selected%20prevention.%20Using%20the%20co.LAB%20framework%2C%20which%20considers%20aspects%20of%20learning%20design%2C%20game%20mechanics%2C%20and%20game%20design%2C%20we%20coded%20the%20design%20elements%20of%20the%20SGs%20described%20in%20the%20studies.%20We%20coded%20the%20characteristics%20of%20the%20evaluation%20studies%3B%20indicators%20of%20efficacy%2C%20effectiveness%2C%20and%20user%20engagement%3B%20and%20factors%20potentially%20fostering%20or%20hindering%20the%20reach%2C%20efficacy%20and%20effectiveness%2C%20organizational%20adoption%2C%20implementation%2C%20and%20maintenance%20of%20the%20SGs.%5CnRESULTS%3A%20We%20retrieved%201454%20records%20through%20database%20searches%20and%20other%20sources.%20Of%20these%2C%2036%20%282.48%25%29%20studies%20describing%2017%20distinct%20SGs%20were%20included%20in%20the%20review.%20Most%20of%20the%20SGs%20%2814%5C%2F17%2C%2082%25%29%20were%20targeted%20to%20a%20universal%20population%20of%20youth%2C%20with%20learning%20objectives%20mainly%20focusing%20on%20how%20to%20obtain%20and%20maintain%20good%20mental%20health%20and%20on%20enhancing%20help-seeking%20efficacy.%20All%20SGs%20were%20single-player%20games%2C%20and%20many%20%287%5C%2F17%2C%2041%25%29%20were%20embedded%20within%20a%20wider%20pedagogical%20scenario.%20Diverse%20game%20mechanics%20and%20game%20elements%20%28eg%2C%20minigames%20and%20quizzes%29%20were%20used%20to%20foster%20user%20engagement.%20Most%20of%20the%20SGs%20%2812%5C%2F17%2C%2071%25%29%20featured%20an%20overarching%20storyline%20resembling%20real-world%20scenarios%2C%20fictional%20scenarios%2C%20or%20a%20combination%20of%20both.%20The%20evaluation%20studies%20provided%20evidence%20for%20the%20short-term%20efficacy%20and%20effectiveness%20of%20SGs%20in%20improving%20aspects%20of%20mental%20health%20literacy%20as%20well%20as%20their%20feasibility.%20However%2C%20the%20evidence%20was%20mostly%20based%20on%20small%20samples%2C%20and%20user%20adherence%20was%20sometimes%20low.%5CnCONCLUSIONS%3A%20The%20results%20of%20this%20review%20may%20inform%20the%20future%20development%20and%20implementation%20of%20SGs%20for%20adolescents.%20Intervention%20co-design%2C%20the%20involvement%20of%20facilitators%20%28eg%2C%20teachers%29%2C%20and%20the%20use%20of%20diverse%20game%20mechanics%20and%20customization%20to%20meet%20the%20needs%20of%20diverse%20users%20are%20examples%20of%20elements%20that%20may%20promote%20intervention%20success.%20Although%20there%20is%20promising%20evidence%20for%20the%20efficacy%20and%20effectiveness%20of%20SGs%20for%20promoting%20mental%20health%20literacy%20in%20youth%2C%20there%20is%20a%20need%20for%20more%20rigorously%20planned%20studies%2C%20including%20randomized%20controlled%20trials%20and%20real-world%20evaluations%2C%20that%20involve%20follow-up%20measures%20and%20the%20assessment%20of%20in-game%20performance%20alongside%20self-reports.%22%2C%22date%22%3A%222025-05-05%22%2C%22section%22%3A%22%22%2C%22partNumber%22%3A%22%22%2C%22partTitle%22%3A%22%22%2C%22DOI%22%3A%2210.2196%5C%2F67418%22%2C%22citationKey%22%3A%22%22%2C%22url%22%3A%22%22%2C%22PMID%22%3A%22%22%2C%22PMCID%22%3A%22%22%2C%22ISSN%22%3A%222368-7959%22%2C%22language%22%3A%22eng%22%2C%22collections%22%3A%5B%2246NNKHWR%22%2C%224UVUVQXJ%22%2C%22KNNQITEB%22%2C%22T28GHHN8%22%5D%2C%22dateModified%22%3A%222025-05-17T20%3A48%3A26Z%22%7D%7D%5D%7D
Aschentrup, Leona, Pia Anna Steimer, Kevin Dadaczynski, Timothy Mc Call, Florian Fischer, and Kamil J. Wrona. “Effectiveness of Gamified Digital Interventions in Mental Health Prevention and Health Promotion among Adults: A Scoping Review.” BMC Public Health 24, no. 1 (January 2, 2024): 69. https://doi.org/10.1186/s12889-023-17517-3.
Azevedo, José, Patrícia Padrão, Maria J. Gregório, Carla Almeida, Nuno Moutinho, Nanna Lien, and Renata Barros. “A Web-Based Gamification Program to Improve Nutrition Literacy in Families of 3- to 5-Year-Old Children: The Nutriscience Project.” Journal of Nutrition Education and Behavior 51, no. 3 (March 2019): 326–34. https://doi.org/10.1016/j.jneb.2018.10.008.
Dadaczynski, Kevin, Stephan Schiemann, and Olaf Backhaus. “Promoting Physical Activity in Worksite Settings: Results of a German Pilot Study of the Online Intervention Healingo Fit.” BMC Public Health 17, no. 1 (08 2017): 696. https://doi.org/10.1186/s12889-017-4697-6.
Davaris, Myles T., Samantha Bunzli, Michelle M. Dowsey, and Peter F. Choong. “Gamifying Health Literacy: How Can Digital Technology Optimize Patient Outcomes in Surgery?” ANZ Journal of Surgery 91, no. 10 (October 2021): 2008–13. https://doi.org/10.1111/ans.16753.
Estacio, Emee Vida, Lavinia Nathan, and Joanne Protheroe. “Celebrating the Health Literacy Skills of Parents: A Photovoice Study.” Journal of Health Psychology 25, no. 10–11 (September 2020): 1522–31. https://doi.org/10.1177/1359105318763494.
Fegan, Helen, and Rachel Hutchinson. “Is the Answer to Reducing Early Childhood Caries in Your Pocket?” Evidence-Based Dentistry 24, no. 3 (September 2023): 134–35. https://doi.org/10.1038/s41432-023-00922-3.
Gkintoni, Evgenia, Fedra Vantaraki, Charitini Skoulidi, Panagiotis Anastassopoulos, and Apostolos Vantarakis. “Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.” Behavioral Sciences (Basel, Switzerland) 14, no. 2 (January 29, 2024): 102. https://doi.org/10.3390/bs14020102.
Hakim, Hina, S. Michelle Driedger, Dominique Gagnon, Julien Chevrier, Geneviève Roch, Eve Dubé, and Holly O. Witteman. “Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review.” JMIR Serious Games 12 (February 29, 2024): e47257. https://doi.org/10.2196/47257.
Harst, Lorenz, and Patrick Timpel. "Systematische Übersicht zum Einsatz von Gamification-basierten Interventionen für Typ II Diabetes," 161–82, 2020. https://doi.org/10.5771/9783748900658-161.
Haruna, Hussein, Xiao Hu, Samuel Kai Wah Chu, and Robin R. Mellecker. “Initial Validation of the MAKE Framework: A Comprehensive Instrument for Evaluating the Efficacy of Game-Based Learning and Gamification in Adolescent Sexual Health Literacy.” Annals of Global Health 85, no. 1 (February 28, 2019): 19. https://doi.org/10.5334/aogh.1110.
Horstmann, David, Daniel Tolks, Kevin Dadaczynski, and Peter Paulus. "Förderung des Wohlbefindens durch "Gamification"." Prävention und Gesundheitsförderung 13, no. 4 (November 1, 2018): 305–11.
Ingadottir, Brynja, Katrin Blondal, David Thue, Sigridur Zoega, Ingela Thylen, and Tiny Jaarsma. “Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.” JMIR Serious Games 5, no. 2 (May 10, 2017): e10. https://doi.org/10.2196/games.6894.
Lampert, Claudia, and Daniel Tolks. "Potenziale spielerischer Gesundheitsanwendungen (g-Health) für die Förderung von Gesundheitskompetenz." In Gesundheitskompetenz, edited by Katharina Rathmann, Kevin Dadaczynski, Orkan Okan, and Melanie Messer, 1–12. Springer Reference Pflege – Therapie – Gesundheit. Berlin, Heidelberg: Springer, 2022.
Lee, Jisan, and Hyeongju Ryu. “Usability of a New Digital Walking Program for Older Adults: A Pilot Study.” BMC Geriatrics 23, no. 1 (April 1, 2023): 193. https://doi.org/10.1186/s12877-023-03739-y.
Moreira, Rui, Augusta Silveira, Teresa Sequeira, Nuno Durão, Jessica Lourenço, Inês Cascais, Rita Maria Cabral, and Tiago Taveira Gomes. “Gamification and Oral Health in Children and Adolescents: Scoping Review.” Interactive Journal of Medical Research 13 (April 4, 2024): e35132. https://doi.org/10.2196/35132.
Orumaa, Madleen, Suzanne Campbell, Nathalie C. Støer, Philip E. Castle, Sagar Sen, Ameli Tropé, Adebola Adedimeji, and Mari Nygård. “Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study.” JMIR Serious Games 10, no. 4 (December 13, 2022): e36197. https://doi.org/10.2196/36197.
Ossenbrink, Linda, Tina Haase, Patrick Timpel, Olaf Schoffer, Madlen Scheibe, Jochen Schmitt, Stefanie Deckert, and Lorenz Harst. “Effectiveness of Digital Health Interventions Containing Game Components for the Self-Management of Type 2 Diabetes: Systematic Review.” JMIR Serious Games 11 (June 1, 2023): e44132. https://doi.org/10.2196/44132.
Tolks, Daniel, Michael Sailer, Kevin Dadaczynski, Claudia Lampert, Julia Huberty, Peter Paulus, and David Horstmann. "ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing." Information 10, no. 2 (February 2019): 58. https://doi.org/10.3390/info10020058.
Tolks, Daniel, Claudia Lampert, Kevin Dadaczynski, Eveline Maslon, Peter Paulus, and Michael Sailer. "Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification." Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz, May 25, 2020.
Vié, Clara, Kyllian Govindin-Ramassamy, Dimitri Thellier, David Labrosse, and Ilaria Montagni. “Effectiveness of Digital Games Promoting Young People’s Mental Health: A Review of Reviews.” Digital Health 10 (2024): 20552076231220814. https://doi.org/10.1177/20552076231220814.
Zeiler, Michael, Sandra Vögl, Ursula Prinz, Nino Werner, Gudrun Wagner, Andreas Karwautz, Natalie Zeller, Lorenz Ackermann, and Karin Waldherr. “Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.” JMIR Mental Health 12 (May 5, 2025): e67418. https://doi.org/10.2196/67418.
