Szczegóły publikacji

Opis bibliograficzny

Gamification in mental health and related mobile applications - content analysis and recommendations for future solutions / Jan STASIEŃKO, Ewa Wojtyna, Sławomir Nikiel, Anna Anzulewicz, Anna Mucha, Justyna Szklarska, Wojciech Bieroński // Transformacje ; ISSN 1230-0292. — 2024 — nr 4, s. 40–57. — Bibliogr. s. 55–56, Abstr. — Publikacja dostępna online od: 2024-12-30

Autorzy (7)

  • AGHStasieńko Jan
  • Wojtyna Ewa
  • Nikiel Sławomir
  • Anzulewicz Anna
  • Mucha Anna
  • Szklarska Justyna
  • Bieroński Wojciech

Słowa kluczowe

gamificationmental healthe-healthdigital therapeuticsmobile applications

Dane bibliometryczne

ID BaDAP158885
Data dodania do BaDAP2025-04-16
Tekst źródłowyURL
Rok publikacji2024
Typ publikacjiartykuł w czasopiśmie
Otwarty dostęptak
Creative Commons
Czasopismo/seriaTransformacje

Abstract

In light of digital therapeutics and mental e-health solutions development, the market for mobile applications supporting therapies utilizing methods such as cognitive-behavioral therapy (CBT) and stress reduction through mindfulness meditation (MBSR) is expanding. One of the factors contributing to user retention and adherence in these applications is the incorporation of gamification elements. However, it is challenging to determine the extent to which these techniques are employed unequivocally. Therefore, the article aims to investigate the extent of utilizing such solutions in mental health and related app types. It also seeks to identify the kinds of gamification mechanics in these apps and their relationships with other app elements and overall structure. The research methodology employed for this study was qualitative content analysis. For this purpose, a sample of applications was extracted consisting of mental health apps, routine and healthy habit managers, stress and anxiety control apps, and mindfulness-related apps. The article is enriched with recommendations for future solutions.