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PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users
16 references·0 citing·52 second hop
PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users (2025)PENguIN: A mental health application empl…The lived experience of psychosis: a bottom‐up review co‐written by experts by experience and academics (2022)The lived experience of psych…Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)Therapeutic and Preventive Us…Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students' Classroom Behavior and English Learning (2018)Comparing Digital Badges-and-…The think aloud method: what is it and how do I use it? (2017)The think aloud method: what …Improving Adherence to Web-Based and Mobile Technologies for People With Psychosis: Systematic Review of New Potential Predictors of Adherence (2017)Improving Adherence to Web-Ba…Basic Strategies of Cognitive Behavioral Therapy (2017)Basic Strategies of Cognitive…Using mobile technology to deliver a cognitive behaviour therapy-informed intervention in early psychosis (Actissist): study protocol for a randomised controlled trial (2015)Using mobile technology to de…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Smartphone Apps for Schizophrenia: A Systematic Review (2015)Smartphone Apps for Schizophr…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Analysis and application of gamification (2012)Analysis and application of g…Mirror, Mirror on my Facebook Wall: Effects of Exposure to Facebook on Self-Esteem (2010)Mirror, Mirror on my Facebook…Using Homework Assignments in Cognitive Behavior Therapy (2005)Using Homework Assignments in…The Use of Think-aloud Methods in Qualitative Research An Introduction to Think-aloud Methods (2003)The Use of Think-aloud Method…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Token Economy Approaches for Psychiatric Patients (1990)Token Economy Approaches for …A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. 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References

  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance1,240 cited
  • 2010Mirror, Mirror on my Facebook Wall: Effects of Exposure to Facebook on Self-Esteem1,095 cited
  • 1991Flow: The Psychology of Optimal Experience1,023 cited
  • 2003The Use of Think-aloud Methods in Qualitative Research An Introduction to Think-aloud Methods748 cited
  • 2017The think aloud method: what is it and how do I use it?422 cited
  • 2015Smartphone Apps for Schizophrenia: A Systematic Review285 cited
  • 2022The lived experience of psychosis: a bottom‐up review co‐written by experts by experience and academics281 cited
  • 2012Analysis and application of gamification234 cited
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  • 2020Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review124 cited
  • 2017Improving Adherence to Web-Based and Mobile Technologies for People With Psychosis: Systematic Review of New Potential Predictors of Adherence105 cited
  • 1990Token Economy Approaches for Psychiatric Patients83 cited

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  • 2018Comparing Digital Badges-and-Points with Classroom Token Systems: Effects on Elementary School ESL Students' Classroom Behavior and English Learning61 cited
  • 2015Using mobile technology to deliver a cognitive behaviour therapy-informed intervention in early psychosis (Actissist): study protocol for a randomised controlled trial55 cited
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