Abstract
In recent years, the merging of augmented reality (AR) technology and gamification has received substantial attention, providing fresh pathways for engaging youngsters in encouraging healthy lifestyles and general well-being. This book chapter delves into the intersection of augmented reality and gamification as a novel method to addressing the growing concerns about childhood health issues. This chapter investigates how these technologies might effectively grab children's interest and empower them to make healthier choices by synergistically combining the immersive experiences of AR with the motivational features of gamification. This chapter elucidates the psychological underpinnings of gamification through a thorough assessment of relevant literature, emphasising its ability to inspire intrinsic motivation, foster skill development, and increase engagement. Furthermore, it delves into the pedagogical ideas that underpin great AR design, emphasising the significance of developing immersive and interactive experiences that smoothly integrate with real-world environments.
Reference46 articles.
1. Augmented reality trends in education: A systematic review of research and applications.;J.Bacca;Journal of Educational Technology & Society,2014
2. Use of augmented reality in mental health-related conditions: A systematic review
3. Mobile Applications Development
4. Assessment and treatment of mental health conditions in children and adolescents: A systematic scoping review of how virtual reality environments have been used
5. A grounded investigation of game immersion.;D. M.Brown;Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems,2016