The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.
Autor: | Pérez-Jorge D; Department of Didactics and Educational Research, Faculty of Education, University of La Laguna, 38200 La Laguna, Spain., Martínez-Murciano MC; Department of Didactics and Educational Research, Faculty of Education, University of La Laguna, 38200 La Laguna, Spain., Contreras-Madrid AI; Clinical Practice Unit, Department of Dentistry, Faculty of Health Sciences, University Fernando Pessoa Canarias, 35450 Las Palmas de Gran Canaria, Spain., Alonso-Rodríguez I; Department of Didactics and Educational Research, Faculty of Education, University of La Laguna, 38200 La Laguna, Spain. |
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Jazyk: | angličtina |
Zdroj: | Healthcare (Basel, Switzerland) [Healthcare (Basel)] 2024 Jan 05; Vol. 12 (2). Date of Electronic Publication: 2024 Jan 05. |
DOI: | 10.3390/healthcare12020124 |
Abstrakt: | 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. |
Databáze: | MEDLINE |
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