1. The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.
- Author
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Pérez-Jorge, David, Martínez-Murciano, María Carmen, Contreras-Madrid, Ana Isabel, and Alonso-Rodríguez, Isabel
- Subjects
SEDENTARY lifestyles ,WELL-being ,SLEEP quality ,SOCIAL support ,SYSTEMATIC reviews ,MOBILE apps ,SELF-perception ,SOCIAL networks ,MENTAL health ,LEARNING strategies ,RISK assessment ,ADOLESCENT health ,STEREOTYPES ,QUALITY of life ,TEENAGERS' conduct of life ,STUDENTS ,QUESTIONNAIRES ,DESCRIPTIVE statistics ,GAMIFICATION ,VIDEO games ,EXERCISE therapy ,DIFFUSION of innovations ,EXERCISE video games ,HEALTH promotion ,ADOLESCENCE - Abstract
Interest in gamified physical activity has been driven by its potential to benefit student mental health. Integrating gamified practices for mental health improvement represents a significant innovation within multidisciplinary approaches to enhancing mental well-being. This review follows the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and was conducted using the Scopus and Web of Science (WOS) databases, primary sources for education-related studies. Thirteen papers were analyzed, yielding important insights into the relationship between gamified physical activity and mental health. The findings indicate that gamified physical activity positively influences adolescents' mental health and well-being. Additionally, there is a need for improved application and game design to enhance learning within school contexts. Tailoring exergames to fit specific disciplines and school-related characteristics can promote healthier mobile application usage and offer significant benefits for the mental health of young individuals. The difference between this study and previous ones is that it focuses on mobile applications for encouraging active living to improve quality of life and mental health. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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