Naturalistic evaluation of a sport-themed mental health and wellbeing app aimed at men (MindMax), that incorporates applied video games and gamification
Introduction: While men display lower help-seeking rates than women, there is a lack of mental health interventions targeting men. To address this issue, we developed a smartphone app named MindMax, an Australian Football League (AFL)-themed app containing psychoeducational modules teaching strategi...
Main Authors: | Vanessa Wan Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Jo Mitchell, Ian B. Hickie |
---|---|
Format: | Article |
Language: | English |
Published: |
Elsevier
2020-04-01
|
Series: | Internet Interventions |
Subjects: | |
Online Access: | http://www.sciencedirect.com/science/article/pii/S2214782918300836 |
Similar Items
-
Recommendations for Implementing Gamification for Mental Health and Wellbeing
by: Vanessa Wan Sze Cheng
Published: (2020-12-01) -
ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
by: Daniel Tolks, et al.
Published: (2019-02-01) -
A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges
by: Nooralisa Mohd Tuah, et al.
Published: (2021-02-01) -
+10! Gamification and deGamification
by: Ivan Mosca
Published: (2012-05-01) -
Gamification Implementation in Health Service Website in 5.0 Society Era
by: Ricky Muhammad Ramdhani, et al.
Published: (2021-12-01)