Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children : A Scoping Review

dc.contributor.authorKubota Kaile
dc.contributor.authorAuxier Jennifer
dc.contributor.authorAslan Funda
dc.contributor.authorJoronen Katja
dc.contributor.authorPakarinen Anni
dc.contributor.organizationfi=hoitotieteen laitos|en=Department of Nursing Science|
dc.contributor.organization-code1.2.246.10.2458963.20.27201741504
dc.converis.publication-id404681646
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/404681646
dc.date.accessioned2025-08-28T03:10:52Z
dc.date.available2025-08-28T03:10:52Z
dc.description.abstractGamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.
dc.format.pagerange234
dc.format.pagerange244
dc.identifier.eissn2161-7856
dc.identifier.jour-issn2161-783X
dc.identifier.olddbid210317
dc.identifier.oldhandle10024/193344
dc.identifier.urihttps://www.utupub.fi/handle/11111/51285
dc.identifier.urlhttps://www.liebertpub.com/doi/10.1089/g4h.2023.0115
dc.identifier.urnURN:NBN:fi-fe2025082788636
dc.language.isoen
dc.okm.affiliatedauthorKubota, Kaile
dc.okm.affiliatedauthorJoronen, Katja
dc.okm.affiliatedauthorPakarinen, Anni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline3141 Health care scienceen_GB
dc.okm.discipline316 Nursingen_GB
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline3141 Terveystiedefi_FI
dc.okm.discipline316 Hoitotiedefi_FI
dc.okm.discipline515 Psykologiafi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherMary Ann Liebert
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1089/g4h.2023.0115
dc.relation.ispartofjournalGames for Health
dc.relation.issue4
dc.relation.volume13
dc.source.identifierhttps://www.utupub.fi/handle/10024/193344
dc.titleGamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children : A Scoping Review
dc.year.issued2024

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