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dc.contributor.authorBas Sarmiento, María del Pilar 
dc.contributor.authorJulián López, Carmen
dc.contributor.authorFernández Gutiérrez, Martina 
dc.contributor.authorPoza Méndez, Miriam 
dc.contributor.authorMarín Paz, Antonio Jesús 
dc.contributor.otherEnfermería y Fisioterapiaes_ES
dc.date.accessioned2025-03-25T10:28:56Z
dc.date.available2025-03-25T10:28:56Z
dc.date.issued2025-03-20
dc.identifier.urihttp://hdl.handle.net/10498/35969
dc.description.abstractGamification, defined as the introduction of game elements in nongame contexts, has shown potential for addressing disease prevention and health promotion through new technologies. The aim of this study was to identify and describe gamified eHealth interventions for health promotion and disease prevention in children and adolescents, the theoretical frameworks that support or endorse these interventions and the key attributes of games with evidence of their effectiveness. We followed the Preferred Reporting Items for Systematic Reviews and Meta-Analysis extension for Scoping Reviews (PRISMA-ScR). The search was carried out in the PubMed, Scopus, and Science Direct databases. Related data were extracted on the basis of the research questions, and a qualitative content analysis was conducted. We retrieved 930 records, 26 of which met the eligibility criteria, and 15 studies were ultimately analysed. Most of the gamified interventions were based on the implementation of mobile health applications or video games. A high percentage of studies (80%) demonstrated the effectiveness of gamification, which improved the health-related knowledge, motivation, and attitude outcomes of the participants in the intervention group. The theoretical models underpinning the studies were reported in only 40% of the studies. The attributes of game evaluation, conflict/challenge, and rules/goals were included in all the studies analysed and were related mainly to extrinsic motivation. Despite promising results on the use of gamification in the paediatric population, more research is still needed to validate the theoretical models and consolidate the evidence. Gamification should be based on a motivational theoretical model in which the intrinsic motivation of participants is accounted for.es_ES
dc.description.sponsorshipUniversity Research Institute for Sustainable Social Development (INDESS)es_ES
dc.formatapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherNaturees_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceHumanit Soc Sci Commun 12, 397 (2025).es_ES
dc.subjectAdolescentes_ES
dc.subjectChildrenes_ES
dc.subjecteHealthes_ES
dc.subjectGamificationes_ES
dc.subjectHealth promotiones_ES
dc.subjectScoping reviewes_ES
dc.titleGamified eHealth interventions for health promotion and disease prevention in children and adolescents: A scoping reviewes_ES
dc.typejournal articlees_ES
dc.identifier.urlhttps://www.nature.com/articles/s41599-025-04670-w
dc.rights.accessRightsopen accesses_ES
dc.description.physDesc14 páginas.es_ES
dc.identifier.doi10.1057/s41599-025-04670-w
dc.type.hasVersionVoRes_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
This work is under a Creative Commons License Attribution-NonCommercial-NoDerivatives 4.0 Internacional