2022
DOI: 10.1371/journal.pone.0267806
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The effectiveness of a motivational enhancement smartphone application promoting lifestyle improvement for brain health: A randomized controlled trial

Abstract: Multidomain lifestyle modification is considered an effective intervention for dementia prevention due to its multifactorial nature. Recognizing that participants’ activity adherence is crucial for successful lifestyle modification, our team developed a smartphone application to enhance motivation toward brain health behavior based on gamification theory, which influences behaviors by enhancing motivation. The developed smartphone application has two main functions: delivering supporting videos from family, fr… Show more

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Cited by 6 publications
(2 citation statements)
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“…Below is the complete data. In addition, smart games that were developed specifically to help cognitive exercises in older people can improve cognitive abilities in older people and can help prevent or slow the development of Alzheimer's and dementia, brain health [4]. Some games used to train the cognitive functions of Alzheimer's and Dementia sufferers include crossword [5], puzzle games (and memory games by matching cards [5].…”
Section: Introductionmentioning
confidence: 99%
“…Below is the complete data. In addition, smart games that were developed specifically to help cognitive exercises in older people can improve cognitive abilities in older people and can help prevent or slow the development of Alzheimer's and dementia, brain health [4]. Some games used to train the cognitive functions of Alzheimer's and Dementia sufferers include crossword [5], puzzle games (and memory games by matching cards [5].…”
Section: Introductionmentioning
confidence: 99%
“…(11,12,13) Así también, la gamificación se basa en teorías que se aplica como técnicas para cambiar el comportamiento de una manera específica, donde sus resultados son medibles. (14,15) La convivencia social sigue siendo una preocupación de la comunidad científica, pues la evolución de la tecnología trae nuevas incógnitas que deben ser resueltas por la necesidad de una mejor convivencia y salud mental basada en valores. (16) El propósito de esta investigación fue realizar una revisión de alcance de estudios que han utilizado la IA en la gamificación como estrategia lúdica para promover la salud mental en el entorno de la educación superior, de esta manera, este artículo plantea las siguientes preguntas de investigación: ¿Cuál ha sido el impacto de las estrategias de juego gamificadas en la promoción de la salud mental en la educación superior según la literatura existente?…”
Section: Introductionunclassified