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

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13717, 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

Journals

  1. Ferrari M, McIlwaine S, Reynolds J, Archie S, Boydell K, Lal S, Shah J, Henderson J, Alvarez-Jimenez M, Andersson N, Boruff J, Nielsen R, Iyer S. Digital Game Interventions for Youth Mental Health Services (Gaming My Way to Recovery): Protocol for a Scoping Review. JMIR Research Protocols 2020;9(6):e13834 View
  2. Jessen S, Mirkovic J, Nes L. MyStrengths, a Strengths-Focused Mobile Health Tool: Participatory Design and Development. JMIR Formative Research 2020;4(7):e18049 View
  3. Wasil A, Venturo-Conerly K, Shingleton R, Weisz J. A review of popular smartphone apps for depression and anxiety: Assessing the inclusion of evidence-based content. Behaviour Research and Therapy 2019;123:103498 View
  4. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644 View
  5. Song H, Yi D, Park H, Rodríguez C. Validation of a mobile game-based assessment of cognitive control among children and adolescents. PLOS ONE 2020;15(3):e0230498 View
  6. Hickie I, Davenport T, Burns J, Milton A, Ospina‐Pinillos L, Whittle L, Ricci C, McLoughlin L, Mendoza J, Cross S, Piper S, Iorfino F, LaMonica H. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7) View
  7. Lo B, Shi J, Hollenberg E, Abi-Jaoudé A, Johnson A, Wiljer D. Surveying the Role of Analytics in Evaluating Digital Mental Health Interventions for Transition-Aged Youth: Scoping Review. JMIR Mental Health 2020;7(6):e15942 View
  8. Floryan M, Chow P, Schueller S, Ritterband L. The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility. Journal of Medical Internet Research 2020;22(6):e16506 View
  9. Morris J, Jones M, DeRuyter F, Putrino D, Lang C, Jake-Schoffman D. LiveWell RERC State of the Science Conference Report on ICT Access to Support Community Living, Health and Function for People with Disabilities. International Journal of Environmental Research and Public Health 2019;17(1):274 View
  10. Litvin S, Saunders R, Maier M, Lüttke S, Matsuoka Y. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial. PLOS ONE 2020;15(9):e0237220 View
  11. Vajawat B, Varshney P, Banerjee D. Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges. Psychiatry Research 2021;295:113585 View
  12. Banerjee D, Vajawat B, Varshney P. Digital gaming interventions: a novel paradigm in mental health? Perspectives from India. International Review of Psychiatry 2021;33(4):435 View
  13. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  14. Arruzza E, Chau M. A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students. Journal of Medical Imaging and Radiation Sciences 2021;52(1):137 View
  15. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  16. Wu A, Scult M, Barnes E, Betancourt J, Falk A, Gunning F. Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement. npj Digital Medicine 2021;4(1) View
  17. Loo Gee B, Batterham P, Gulliver A, Reynolds J, Griffiths K. An Ecological Momentary Intervention for people with social anxiety: A descriptive case study. Informatics for Health and Social Care 2021;46(4):370 View
  18. Laato S, Islam A, Laine T. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888 View
  19. Yang H, Li D. Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance. Technological Forecasting and Social Change 2021;169:120839 View
  20. Rauschenberg C, Boecking B, Paetzold I, Schruers K, Schick A, van Amelsvoort T, Reininghaus U. A Compassion-Focused Ecological Momentary Intervention for Enhancing Resilience in Help-Seeking Youth: Uncontrolled Pilot Study. JMIR Mental Health 2021;8(8):e25650 View
  21. Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Information Processing & Management 2021;58(5):102649 View
  22. Herzog L, Kellmeyer P, Wild V. Digital behavioral technology, vulnerability and justice: towards an integrated approach. Review of Social Economy 2022;80(1):7 View
  23. Bischoff L, Baumann H, Meixner C, Nixon P, Wollesen B. App-Tailoring Requirements to Increase Stress Management Competencies Within Families: Cross-sectional Survey Study. Journal of Medical Internet Research 2021;23(7):e26376 View
  24. Auf H, Dagman J, Renström S, Chaplin J. GAMIFICATION AND NUDGING TECHNIQUES FOR IMPROVING USER ENGAGEMENT IN MENTAL HEALTH AND WELL-BEING APPS. Proceedings of the Design Society 2021;1:1647 View
  25. Roth C, Papassotiropoulos A, Brühl A, Lang U, Huber C. Psychiatry in the Digital Age: A Blessing or a Curse?. International Journal of Environmental Research and Public Health 2021;18(16):8302 View
  26. Carlier S, Coppens D, De Backere F, De Turck F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability 2021;13(18):10434 View
  27. Siriaraya P, Visch V, Boffo M, Spijkerman R, Wiers R, Korrelboom K, Hendriks V, Salemink E, van Dooren M, Bas M, Goossens R. Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content. JMIR Serious Games 2021;9(4):e27953 View
  28. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4 View
  29. Eisenstadt A, Liverpool S, Metaxa A, Ciuvat R, Carlsson C. Acceptability, Engagement, and Exploratory Outcomes of an Emotional Well-being App: Mixed Methods Preliminary Evaluation and Descriptive Analysis. JMIR Formative Research 2021;5(11):e31064 View
  30. El hafidy A, Rachad T, Idri A, Zellou A, Mascetti S. Gamified Mobile Applications for Improving Driving Behavior: A Systematic Mapping Study. Mobile Information Systems 2021;2021:1 View
  31. Henry N, Donkin L, Williams M, Pedersen M. mHealth Technologies for Managing Problematic Pornography Use: Content Analysis. JMIR Formative Research 2022;6(10):e39869 View
  32. Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health 2021;18(21):11052 View
  33. Ramshaw G, McKeown A, Lee R, Conlon A, Brown D, Kennedy P. Introduction of Technology to Support Young People’s Care and Mental Health—A Rapid Evidence Review. Child & Youth Care Forum 2023;52(3):509 View
  34. Estévez-López F, Levelt L, van ’t Veer J, Hrehovcsik M, Visch V, Bramer W, Hillegers M, van de Putte E, Veltkamp R, Nijhof S. Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases: a protocol for a systematic review and meta-analyses from the eHealth Junior Consortium. BMJ Open 2022;12(9):e059581 View
  35. Jurin T, Šoštarić M, Jokić-Begić N, Lauri Korajlija A. mSexHealth: An Overview of Mobile Sexual Health Applications. Journal of Sex & Marital Therapy 2023;49(2):129 View
  36. White B, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528 View
  37. Naccache B, Mesquida L, Raynaud J, Revet A. Smartphone application for adolescents with anorexia nervosa: an initial acceptability and user experience evaluation. BMC Psychiatry 2021;21(1) View
  38. Ning Y, Jia Z, Zhu R, Ding Y, Wang Q, Han S. Effect and feasibility of gamification interventions for improving physical activity and health-related outcomes in cancer survivors: an early systematic review and meta-analysis. Supportive Care in Cancer 2023;31(1) View
  39. Mouchabac S, Maatoug R, Conejero I, Adrien V, Bonnot O, Millet B, Ferreri F, Bourla A. In Search of Digital Dopamine: How Apps Can Motivate Depressed Patients, a Review and Conceptual Analysis. Brain Sciences 2021;11(11):1454 View
  40. Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
  41. Doorley J, Lentz T, Yeh G, Wayne P, Archer K, Vranceanu A. Technology-Enhanced Delivery Models to Facilitate the Implementation of Psychologically Informed Practice for Chronic Musculoskeletal Pain. Physical Therapy 2022;103(1) View
  42. Ouellet-Morin I, Robitaille M, Juster R. Applications mobiles pour soutenir la santé mentale des jeunes : opportunités et défis. Santé mentale au Québec 2021;46(1):17 View
  43. Jessen S, Mirkovic J, Halvorsen Brendmo E, Solberg Nes L. Evaluating a Strengths-Based mHealth Tool (MyStrengths): Explorative Feasibility Trial. JMIR Formative Research 2021;5(11):e30572 View
  44. Stancu V, Frank D, Lähteenmäki L, Grunert K. Motivating consumers for health and fitness: The role of app features. Journal of Consumer Behaviour 2022;21(6):1506 View
  45. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  46. Coricelli C, Aiello M, Lunardelli A, Galli G, Rumiati R. sFEra APP: Description and Usability of a Novel Tablet Application for Executive Functions Training. Journal of Cognitive Enhancement 2022;6(3):389 View
  47. Weller S, Schroeder P, Plewnia C. Gamification improves antidepressant effects of cognitive control training—A pilot trial. Frontiers in Digital Health 2022;4 View
  48. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  49. Veldmeijer L, Terlouw G, van ’t Veer J, Kuipers D. Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design. Design for Health 2022;6(1):44 View
  50. Law E, Abascal J. Post-Pandemic HCI—Living Digitally: Well-Being-Driven Digital Technologies. Interacting with Computers 2021;33(4):331 View
  51. Monarque M, Sabetti J, Ferrari M. Digital interventions for substance use disorders in young people: rapid review. Substance Abuse Treatment, Prevention, and Policy 2023;18(1) View
  52. Moskowitz J, Addington E, Shiu E, Bassett S, Schuette S, Kwok I, Freedman M, Leykin Y, Saslow L, Cohn M, Cheung E. Facilitator Contact, Discussion Boards, and Virtual Badges as Adherence Enhancements to a Web-Based, Self-guided, Positive Psychological Intervention for Depression: Randomized Controlled Trial. Journal of Medical Internet Research 2021;23(9):e25922 View
  53. Balaskas A, Schueller S, Cox A, Doherty G. The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features. JMIR mHealth and uHealth 2021;9(10):e26712 View
  54. Bui T, Pohl M, Rosenfelt C, Ogourtsova T, Yousef M, Whitlock K, Majnemer A, Nicholas D, Demmans Epp C, Zaiane O, Bolduc F. Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach. JMIR Human Factors 2022;9(3):e31991 View
  55. Schwarz A, Winkens L, de Vet E, Ossendrijver D, Bouwsema K, Simons M. Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies. JMIR mHealth and uHealth 2023;11:e40898 View
  56. Eklund C, Söderlund A, Elfström M. Evaluation of a Web-Based Stress Management Program for Persons Experiencing Work-Related Stress in Sweden (My Stress Control): Randomized Controlled Trial. JMIR Mental Health 2021;8(12):e17314 View
  57. van der Lubbe L, Gerritsen C, Klein M, Rodgers R, Hindriks K. Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification. Journal of Healthcare Informatics Research 2023;7(2):141 View
  58. Lee J, Gutierrez J. Computer-Assisted Gamification as an Approach to Support Movement Skills Development in Children with Autism Spectrum Disorder. Journal of Physical Education, Recreation & Dance 2023;94(3):35 View
  59. Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development. JMIR Serious Games 2023;11:e41638 View
  60. Maechling C, Yrondi A, Cambon A. Mobile health in the specific management of first-episode psychosis: a systematic literature review. Frontiers in Psychiatry 2023;14 View
  61. Reay E, Ma M, Krzywinska T, Pavarini G, Hugh-Jones S, Mankee-Williams A, Belinskiy A, Bhui K. Typologies and Features of Play in Mobile Games for Mental Wellbeing. Simulation & Gaming 2023;54(5):508 View
  62. Dingwall K, Povey J, Sweet M, Friel J, Shand F, Titov N, Wormer J, Mirza T, Nagel T. Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People. JMIR Human Factors 2023;10:e40111 View
  63. Conceição J, Nietsche E, Salbego C, Cogo S, Girardon-Perlini N, Antunes A. Multimedia application for home care of post-surgery patients: care-educational technology prototype. Revista de Enfermagem da UFSM 2023;13:e18 View
  64. Larionov K, Petrova E, Demirbuga N, Werth O, Breitner M, Gebhardt P, Caldarone F, Duncker D, Westhoff-Bleck M, Sensenhauser A, Maxrath N, Marschollek M, Kahl K, Heitland I. Improving mental well-being in psychocardiology—a feasibility trial for a non-blended web application as a brief metacognitive-based intervention in cardiovascular disease patients. Frontiers in Psychiatry 2023;14 View
  65. Ma Z, Gao Q, Tian Y, Chen Y, Yuan Q. Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers. Behaviour & Information Technology 2023:1 View
  66. S. D, Sahi M. heyy, how are you doing? – Redefine employees’ outlook towards mental health. Emerald Emerging Markets Case Studies 2023;13(4):1 View
  67. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  68. Chang C, Palermo E, Deswert S, Brown A, Nuske H. Money can’t buy happiness: A randomized controlled trial of a digital mental health app with versus without financial incentives. DIGITAL HEALTH 2023;9 View
  69. Litvin S, Saunders R, Jefferies P, Seely H, Pössel P, Lüttke S. The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial. JMIR Mental Health 2023;10:e47285 View
  70. Lin-Stephens S, Manuguerra M. Using visual stimuli in narrative career interventions: effects of image-supported storytelling on interview anxiety and performance. International Journal for Educational and Vocational Guidance 2023 View
  71. Lopez-Barreiro J, Garcia-Soidan J, Alvarez-Sabucedo L, Santos-Gago J. Practical Approach to Designing and Implementing a Recommendation System for Healthy Challenges. Applied Sciences 2023;13(17):9782 View
  72. Tatar O, Abdel-Baki A, Dyachenko A, Bakouni H, Bahremand A, Tibbo P, Crockford D, Roy M, Copeland J, Fischer B, Lecomte T, Côté J, Ouellet-Plamondon C, L'Heureux S, Villeneuve M, Jutras-Aswad D. Evaluating preferences for online psychological interventions to decrease cannabis use in young adults with psychosis: An observational study. Psychiatry Research 2023;326:115276 View
  73. Kim S, Jung T, Sohn D, Chae Y, Kim Y, Kang S, Park Y, Chang Y. The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study. JMIR Serious Games 2023;11:e46242 View
  74. Zhou X, Bambling M, Bai X, Smith A, Edirippulige S. Exploring factors affecting Chinese adolescents’ perceived usefulness and engagement with a stress management app: a qualitative study. Frontiers in Psychology 2023;14 View
  75. Manning J, Blandford A, Edbrooke-Childs J. High School Teachers’ Experiences of Consumer Technologies for Stress Management During the COVID-19 Pandemic: Qualitative Study. JMIR Formative Research 2023;7:e50460 View
  76. Freire-Palacios V, Jaramillo-Galarza K, Quito-Calle J, Orozco-Cantos L. La inteligencia artificial en la gamificación para promover la salud mental de los estudiantes universitarios: una revisión de alcance. Salud, Ciencia y Tecnología 2023;3:639 View
  77. Yang X, Xi N, Gu D, Liang C, Liu H, Tang H, Hamari J. Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement. Information & Management 2023:103906 View
  78. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  79. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  80. Tolks D, Schmidt J, Kuhn S. The Role of AI in Serious Games and Gamification for Health: Scoping Review. JMIR Serious Games 2024;12:e48258 View
  81. Straand I, Følstad A, Bjørnestad J. Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis. JMIR Human Factors 2024;11:e44423 View
  82. Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396 View
  83. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  84. Tukur M, Schneider J, Househ M, Dokoro A, Ismail U, Dawaki M, Agus M. The Metaverse digital environments: A scoping review of the techniques, technologies, and applications. Journal of King Saud University - Computer and Information Sciences 2024;36(2):101967 View
  85. Shi L, Li X, Win K. Investigating mobile persuasive design for mental wellness: A cross-domain analysis. International Journal of Medical Informatics 2024;185:105353 View
  86. Selänne L, Pasanen M, Aslan F, Pakarinen A. Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial. Simulation & Gaming 2024;55(3):552 View
  87. Chen T, Ou J, Li G, Luo H. Promoting mental health in children and adolescents through digital technology: a systematic review and meta-analysis. Frontiers in Psychology 2024;15 View
  88. Newby J, Upton E, Mason E, Black M. Technology-based Cognitive Behavioral Therapy Interventions. Psychiatric Clinics of North America 2024;47(2):399 View
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  90. Honorato N, Soltiyeva A, Oliveira W, Delabrida S, Hamari J, Alimanova M. Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmap. Smart Learning Environments 2024;11(1) View
  91. Respati T, Feriandi Y, Frederico R, Nugroho E, Pardosi J, Withall A. Efficacy of a Mental Health Game-Board Intervention for Adolescents in Remote Areas: Reducing Stigma and Encouraging Peer Engagement. The Open Public Health Journal 2024;17(1) View
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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
  20. Masek L. Simulation and Gaming for Social Impact. View
  21. Argubi-Wollesen A, Wollesen B. Gesundheitsförderung und Präventionsarbeit im Pflegeheim. View
  22. Southall A, Deed C, Matthews E, Cardellino P. Creating Dynamic Places for Learning. View
  23. Tertuliano M, Lopes I, Coelho T, Fernandes Â. Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation. View
  24. Singh B, Kaunert C. Applications of Virtual and Augmented Reality for Health and Wellbeing. View
  25. Malik A, Kumar T. Smart Trends in Computing and Communications. View
  26. James L, Maessen M, Genga L, Montagne B, Hagenaars M, Van Gorp P. Pervasive Computing Technologies for Healthcare. View