Conclusions: Our findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks.
Improving sleep with online digital cognitive behavioural therapy (CBT) is associated with significant reductions in paranoia and hallucinations, a randomised trial in UK university students with insomnia has found.
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In particular, it illustrates the innovative use of technology through a selection of local and international best practice case-studies and puts forward an outcome-based financing model which could facilitate the delivery of more innovative solutions.
Conclusions: This was the first study to assess the effectiveness of a Web-based well-being intervention in a sample of young adults. The design of the intervention utilized expert rating of existing apps and end-user codesign approaches resulting in an app recommendation service.
Objective: The Companion App was developed as a Web-based app giving adolescents access to a peer mentoring system and interactive, health-relevant content to foster a positive peer culture among adolescents and thereby strengthen social support and reduce stress.
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