Can gamified cCBT prevent depression in secondary school students?

Screen Shot 2017-12-21 at 10.55.55

Lisa Burscheidt summarises a school-based RCT of an online gamified cCBT intervention (SPARX-R) for preventing depression in final year secondary school students in Australia.

[read the full story...]

Serious games for mental health: you cannot be serious!

matt-wildbore-298433

Sasha Danilina is encouraged by the results of the first systematic review with meta-analysis of serious games for mental health, which asks: are they accessible, feasible and effective?

[read the full story...]

Gamification for health and wellbeing

am1io6kusfm-david-grandmougin

Sasha Danilina publishes her debut blog about a recent literature review on the effectiveness of gamification applied to health and wellbeing.

[read the full story...]

Behaviour change techniques in smartphone health apps

0vgg7cqtwco-rodion-kutsaev

Lucas Shelemy presents a recent systematic review on gamification for health promotion, which explores behaviour change techniques in smartphone apps.

[read the full story...]