• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

青少年时期游戏化体育锻炼与心理健康的关系:以游戏化学习中的开放创新为例

The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.

作者信息

Pérez-Jorge David, Martínez-Murciano María Carmen, Contreras-Madrid Ana Isabel, Alonso-Rodríguez Isabel

机构信息

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.

出版信息

Healthcare (Basel). 2024 Jan 5;12(2):124. doi: 10.3390/healthcare12020124.

DOI:10.3390/healthcare12020124
PMID:38255013
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10815218/
Abstract

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.

摘要

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。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3c07/10815218/4c8ad237ff33/healthcare-12-00124-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3c07/10815218/4c8ad237ff33/healthcare-12-00124-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3c07/10815218/4c8ad237ff33/healthcare-12-00124-g001.jpg

相似文献

1
The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.青少年时期游戏化体育锻炼与心理健康的关系:以游戏化学习中的开放创新为例
Healthcare (Basel). 2024 Jan 5;12(2):124. doi: 10.3390/healthcare12020124.
2
Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.评估游戏化对身体活动的有效性:随机对照试验的系统评价和荟萃分析。
J Med Internet Res. 2022 Jan 4;24(1):e26779. doi: 10.2196/26779.
3
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review.用于提高疫苗接种率的数字游戏化工具:范围综述
JMIR Serious Games. 2024 Feb 29;12:e47257. doi: 10.2196/47257.
4
Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.通过游戏化促进儿童和青少年的身心健康——一项概念性系统综述
Behav Sci (Basel). 2024 Jan 29;14(2):102. doi: 10.3390/bs14020102.
5
mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis.基于移动健康的游戏化干预在男男性行为者的 HIV 预防和护理连续体中的应用:系统评价和荟萃分析。
JMIR Mhealth Uhealth. 2024 Apr 15;12:e49509. doi: 10.2196/49509.
6
The Treasures of Renal Isle: Evaluating a Gamified Module While Enhancing Student Learning.肾脏岛的宝藏:在提升学生学习效果的同时评估一个游戏化模块。
SAGE Open Nurs. 2024 Oct 17;10:23779608241290683. doi: 10.1177/23779608241290683. eCollection 2024 Jan-Dec.
7
Personalization Characteristics and Evaluation of Gamified Exercise for Middle-Aged and Older People: A Scoping Review.个性化特征与游戏化运动对中老年人的评估:综述
J Aging Phys Act. 2024 Jan 4;32(2):287-299. doi: 10.1123/japa.2022-0224. Print 2024 Apr 1.
8
Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis.游戏化智能手机应用对身体活动的影响:一项系统评价与荟萃分析。
Am J Prev Med. 2022 Apr;62(4):602-613. doi: 10.1016/j.amepre.2021.10.005. Epub 2021 Dec 7.
9
Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland.探索使用游戏化干预措施来鼓励青少年进行体育活动:北爱尔兰的一项定性纵向研究。
BMJ Open. 2018 Apr 20;8(4):e019663. doi: 10.1136/bmjopen-2017-019663.
10
Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review.游戏化数字干预措施在成年人心理健康预防和促进中的有效性:范围综述。
BMC Public Health. 2024 Jan 2;24(1):69. doi: 10.1186/s12889-023-17517-3.

引用本文的文献

1
Effects of Active Gamification on Sleep and Anxiety Reduction in Spanish Primary School Children.主动式游戏化对西班牙小学生睡眠和焦虑缓解的影响。
Healthcare (Basel). 2025 Mar 13;13(6):623. doi: 10.3390/healthcare13060623.
2
Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT-A Systematic Review.学校中的游戏化健康促进:神经心理学方面与认知行为疗法的整合——一项系统综述
Medicina (Kaunas). 2024 Dec 19;60(12):2085. doi: 10.3390/medicina60122085.

本文引用的文献

1
Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial.玩健身游戏对年轻人生活质量的影响:一项为期12周的随机对照试验。
Int J Environ Res Public Health. 2023 Jan 11;20(2):1359. doi: 10.3390/ijerph20021359.
2
The Third Half: A Pilot Study Using Evidence-Based Psychological Strategies to Promote Well-Being among Doctoral Students.第三阶段:一项使用基于证据的心理策略促进博士生幸福感的试点研究。
Int J Environ Res Public Health. 2022 Dec 16;19(24):16905. doi: 10.3390/ijerph192416905.
3
The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial.
心理健康应用程序定制对大学生抑郁症状的影响:随机对照试验。
JMIR Ment Health. 2022 Aug 9;9(8):e39516. doi: 10.2196/39516.
4
The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.基于移动健康的游戏化干预对身体活动参与度的影响:系统评价。
JMIR Mhealth Uhealth. 2022 Feb 3;10(2):e27794. doi: 10.2196/27794.
5
Gamification and family leisure to alleviate the psychological impact of confinement due to COVID-19.游戏化与家庭休闲以减轻因 COVID-19 隔离所造成的心理影响。
Child Soc. 2022 Jul;36(4):433-449. doi: 10.1111/chso.12495. Epub 2021 Sep 16.
6
The PRISMA 2020 statement: an updated guideline for reporting systematic reviews.《PRISMA 2020声明:系统评价报告的更新指南》
Rev Esp Cardiol (Engl Ed). 2021 Sep;74(9):790-799. doi: 10.1016/j.rec.2021.07.010.
7
Effects of Graded Exergames on Fitness Performance in Elementary School Children With Developmental Coordination Disorder.分级运动游戏对患有发育性协调障碍的小学生体能表现的影响。
Front Sports Act Living. 2021 Apr 22;3:653851. doi: 10.3389/fspor.2021.653851. eCollection 2021.
8
Developing gamification e-quizzes based on an android app: the impact of asynchronous form.基于安卓应用开发游戏化电子测验:异步形式的影响。
Educ Inf Technol (Dordr). 2021;26(4):4857-4878. doi: 10.1007/s10639-021-10469-4. Epub 2021 Mar 24.
9
Gamification and flipped learning and their influence on aspects related to the teaching-learning process.游戏化与翻转课堂及其对教学过程相关方面的影响。
Heliyon. 2021 Feb 11;7(2):e06254. doi: 10.1016/j.heliyon.2021.e06254. eCollection 2021 Feb.
10
Intrapersonal and interpersonal emotion regulation and identity: A preliminary study of avatar identification and gaming in adolescents and young adults.人际内与人际情绪调节及身份认同:青少年和青年成人中虚拟角色认同与游戏的初步研究。
Psychiatry Res. 2021 Jan;295:113627. doi: 10.1016/j.psychres.2020.113627. Epub 2020 Dec 1.