Published on in Vol 6 , No 6 (2019) :June

Preprints (earlier versions) of this paper are available at, first published .
Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review


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Books/Policy Documents

  1. . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
  2. Martinez-Martin N. Ethical Dimensions of Commercial and DIY Neurotechnologies. View
  3. Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. View
  4. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  5. Simões de Almeida R. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  6. D. V, K. K, V. S. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  7. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. View
  8. Sinha N. IoT in Healthcare and Ambient Assisted Living. View
  9. Diamond S, Hussain A, Scott R, Basu R, Cao S, Laroia M, Adnani V. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  10. Nguyen T, Chai J, Eiring Ø, Wang W, O’Donnell R, Nguyen H. Social Computing and Social Media: Applications in Marketing, Learning, and Health. View
  11. Jovanović M, Jevremović A, Pejović-Milovančević M. Artificial Intelligence: Theory and Applications. View
  12. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  13. Simões-Silva V, Marques A, Pinho C, Pereira D, Oliveira J, Barros M. Digital Therapies in Psychosocial Rehabilitation and Mental Health. View
  14. Schmidt R, Schiering I. Privacy and Identity Management. Between Data Protection and Security. View
  15. Costello R. Research Anthology on Developments in Gamification and Game-Based Learning. View
  16. Brown S, Chu S. Interactive Storytelling. View
  17. Brito D, Oliveira H. Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy. View
  18. Dawson R, Donevant S. Smartphone Apps for Health and Wellness. View
  19. Solorzano Alcivar N, Herrera Paltan L, Lima Palacios L, Paillacho Chiluiza D, Paillacho Corredores J. Perspectives and Trends in Education and Technology. View