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The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning
16 references·0 citing·44 second hopsampled
The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning (2024)The Relationship between Gamified Physica…The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)The Effects of mHealth-Based …Gamification in Physical Education: A Systematic Review (2022)Gamification in Physical Educ…Gamification and flipped learning and their influence on aspects related to the teaching-learning process (2021)Gamification and flipped lear…Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas (2021)Declaración PRISMA 2020: una …Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas (2021)Declaración PRISMA 2020: una …Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …A systematic review of gamification in e-Health (2017)A systematic review of gamifi…Humor-based online positive psychology interventions: A randomized placebo-controlled long-term trial (2016)Humor-based online positive p…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise (2013)Social Motivations To Use Gam…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …From Cognitive Modeling to Self-Regulation: A Social Cognitive Career Path (2013)From Cognitive Modeling to Se…A Scoping Review of Health Game Research: Past, Present, and Future (2012)A Scoping Review of Health Ga…Declaración PRISMA: una propuesta para mejorar la publicación de revisiones sistemáticas y metaanálisis (2010)Declaración PRISMA: una propu…Reliability Measures for Qualitative Data: Theory and Implications (1994)Reliability Measures for Qual…The Measurement of Observer Agreement for Categorical Data (1977)Health Behavior and Health Education: Theory, Research, and Practice (1992)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification of health professions education: a systematic review (2020)Cochrane Handbook for Systematic Reviews of Interventions (2008)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)La extensión de la declaración PRISMA para revisiones sistemáticas que incorporan metaanálisis en red: PRISMA-NMA (2016)Artificial Intelligence in Higher Education: A Bibliometric Study on its Impact in the Scientific Literature (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Coefficient Alpha and the Internal Structure of Tests (1951)A Coefficient of Agreement for Nominal Scales (1960)Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability (2002)The C-OAR-SE procedure for scale development in marketing (2002)Intercoder Reliability in Qualitative Research: Debates and Practical Guidelines (2020)Advances in Consumer Research (2025)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Supporting Student Self-Regulated Learning in Problem- and Project-Based Learning (2013)A Review of Self-regulated Learning: Six Models and Four Directions for Research (2017)Supporting students’ self-regulated learning in online learning using artificial intelligence applications (2023)From game design elements to gamefulness (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Video game training enhances cognitive control in older adults (2013)Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review (2017)Do mental health mobile apps work: evidence and recommendations for designing high-efficacy mental health mobile apps (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Internet‐delivered psychological treatments: from innovation to implementation (2019)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Understanding Social Media Literacy: A Systematic Review of the Concept and Its Competences (2022)Analysing the Impact of Artificial Intelligence and Computational Sciences on Student Performance: Systematic Review and Meta-analysis (2023)Impact of Gamification on Motivation and Academic Performance: A Systematic Review (2024)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)Post-traumatic stress in healthcare workers during the COVID-19 pandemic: A systematic review and meta-analysis (2022)Effective leadership and communication strategies in disadvantaged contexts in the digital age (2023)
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References

  • 2021Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas2,716 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review2,108 cited
  • 2010Declaración PRISMA: una propuesta para mejorar la publicación de revisiones sistemáticas y metaanálisis1,453 cited
  • 2021Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas1,380 cited
  • 2013From Cognitive Modeling to Self-Regulation: A Social Cognitive Career Path1,215 cited
  • 2017A systematic review of gamification in e-Health1,129 cited
  • 1994Reliability Measures for Qualitative Data: Theory and Implications958 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions648 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers583 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps535 cited
  • 2013Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise415 cited
  • 2022The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review160 cited
  • 2012A Scoping Review of Health Game Research: Past, Present, and Future136 cited
  • 2022Gamification in Physical Education: A Systematic Review

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127 cited
  • 2016Humor-based online positive psychology interventions: A randomized placebo-controlled long-term trial100 cited
  • 2021Gamification and flipped learning and their influence on aspects related to the teaching-learning process91 cited
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