Pérez-Jorge David, Martínez-Murciano María Carmen, Contreras-Madrid Ana Isabel, Alonso-Rodríguez Isabel
Department of Didactics and Educational Research, Faculty of Education, University of La Laguna, 38200 La Laguna, Spain.
Clinical Practice Unit, Department of Dentistry, Faculty of Health Sciences, University Fernando Pessoa Canarias, 35450 Las Palmas de Gran Canaria, Spain.
Healthcare (Basel). 2024 Jan 5;12(2):124. doi: 10.3390/healthcare12020124.
Interest in gamified physical activity has been driven by its potential to benefit student mental health. Integrating gamified practices for mental health improvement represents a significant innovation within multidisciplinary approaches to enhancing mental well-being. This review follows the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and was conducted using the Scopus and Web of Science (WOS) databases, primary sources for education-related studies. Thirteen papers were analyzed, yielding important insights into the relationship between gamified physical activity and mental health. The findings indicate that gamified physical activity positively influences adolescents' mental health and well-being. Additionally, there is a need for improved application and game design to enhance learning within school contexts. Tailoring exergames to fit specific disciplines and school-related characteristics can promote healthier mobile application usage and offer significant benefits for the mental health of young individuals. The difference between this study and previous ones is that it focuses on mobile applications for encouraging active living to improve quality of life and mental health.
对游戏化体育活动的兴趣源于其对学生心理健康有益的潜力。将游戏化实践融入心理健康改善之中,是多学科增进心理健康方法中的一项重大创新。本综述遵循PRISMA(系统评价和Meta分析的首选报告项目)指南,并使用Scopus和科学网(WOS)数据库进行,这些是教育相关研究的主要来源。分析了13篇论文,对游戏化体育活动与心理健康之间的关系产生了重要见解。研究结果表明,游戏化体育活动对青少年的心理健康和幸福感有积极影响。此外,需要改进应用和游戏设计,以加强学校环境中的学习。使健身游戏适合特定学科和学校相关特点,可以促进更健康的移动应用使用,并为年轻人的心理健康带来显著益处。本研究与以往研究的不同之处在于,它侧重于鼓励积极生活以改善生活质量和心理健康的移动应用。