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Original Articles

Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals

, RN, PhD & , RN, MSc

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Francis Russell. (2018) I’m not playing: gamification, mental illness, and neoliberal subjectivity. Journal for Cultural Research 22:4, pages 396-411.
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Articles from other publishers (16)

Yuxing Qian, Zhenghao Liu, Edmund W J Lee, Yixi Wang & Zhenni Ni. (2023) Exploring the Incentive Function of Virtual Academic Degrees in a Chinese Online Smoking Cessation Community: Qualitative Content Analysis. Journal of Medical Internet Research 25, pages e42260.
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Fahd Kamis Alzahrani & Waleed Salim Alhalafawy. (2023) Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability 15:5, pages 4613.
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Wenjing Wang, Hongcheng Gan, Xinyu Wang, Huan Lu & Yue Huang. (2022) Initiatives and challenges in using gamification in transportation: a systematic mapping. European Transport Research Review 14:1.
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Chinchu Chithrangathan. (2022) Open Science, Mental Health, and Sustainable Development: A Proposed Model for a Low-Resource Setting. Journal of Science Policy & Governance 21:02.
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Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares & António Marques. 2022. Research Anthology on Game Design, Development, Usage, and Social Impact. Research Anthology on Game Design, Development, Usage, and Social Impact 1263 1284 .
Johanna Andrea Navarro-Espinosa, Manuel Vaquero-Abellán, Alberto-Jesús Perea-Moreno, Gerardo Pedrós-Pérez, Maria del Pilar Martínez-Jiménez & Pilar Aparicio-Martínez. (2022) Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions. International Journal of Environmental Research and Public Health 19:5, pages 2599.
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Emma Morton, Jennifer Nicholas, Laura Lapadat, Heather L. O'Brien, Steven J. Barnes, Caden Poh & Erin E. Michalak. (2021) Use of smartphone apps in bipolar disorder: An international web-based survey of feature preferences and privacy concerns. Journal of Affective Disorders 295, pages 1102-1109.
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Chirag Arora & Maryam Razavian. (2021) Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health 18:21, pages 11052.
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Daniel Westmattelmann, Jan-Gerrit Grotenhermen, Marius Sprenger, William Rand & Gerhard Schewe. (2021) Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research 134, pages 316-328.
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Camille Nadal, Caroline Earley, Angel Enrique, Noemi Vigano, Corina Sas, Derek Richards & Gavin Doherty. (2021) Integration of a smartwatch within an internet-delivered intervention for depression: Protocol for a feasibility randomized controlled trial on acceptance. Contemporary Clinical Trials 103, pages 106323.
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Upinder Sarker, Heather Kanuka, Colleen Norris, Christy Raymond, Olive Yonge & Sandra Davidson. (2021) Gamification in nursing literature: an integrative review. International Journal of Nursing Education Scholarship 18:1.
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Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares & António Marques. 2021. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. Handbook of Research on Solving Modern Healthcare Challenges With Gamification 132 153 .
Nidhi Sinha. 2021. IoT in Healthcare and Ambient Assisted Living. IoT in Healthcare and Ambient Assisted Living 223 241 .
Melvyn Zhang, Ranganath Vallabhajosyula & Daniel Fung. (2020) Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study. JMIR Research Protocols 9:12, pages e24078.
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Vanessa Wan Sze Cheng. (2020) Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 11.
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Hanna Hopia, Marko Siitonen & Katja Raitio. (2018) Mental health service users' and professionals' relationship with games and gaming. DIGITAL HEALTH 4, pages 205520761877971.
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