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Record W4412625564 · doi:10.1080/17483107.2025.2529508

Gamification strategies that promote leisure participation in children and youth with disabilities

2025· article· en· W4412625564 on OpenAlexafffundabout
Ebrahim Mahmoudi, Mehrnoosh Movahed, Annette Majnemer, Carlos Denner dos Santos, Gillian Backlin, Alexandre Siou, Stephanie Glegg, Lesley Pritchard, Janet McCabe, Keiko Shikako‐Thomas

Bibliographic record

VenueDisability and Rehabilitation Assistive Technology · 2025
Typearticle
Languageen
FieldMedicine
TopicCerebral Palsy and Movement Disorders
Canadian institutionsUniversity of AlbertaUniversity of British ColumbiaOntario Tech UniversityMcGill UniversityUniversity of VictoriaUniversité de SherbrookeMcGill University Health Centre
FundersCanadian Institutes of Health ResearchFondation de l'Hôpital de Montréal pour enfantsChildren's Hospital Foundation
KeywordsPsychologyGerontologyLeisure timeDevelopmental psychologyPhysical activityPhysical medicine and rehabilitationMedicine

Abstract

fetched live from OpenAlex

BACKGROUND: Participation in leisure activities is important for childhood development; however, youth with disabilities (YWD) experience participation limitations due to various barriers, including a lack of information about available adaptive and inclusive leisure activities. The Jooay mobile app, addresses this barrier by providing YWD, parents, and clinicians with information about adaptive and leisure activities in their neighborhoods across Canada. Game-like features, known as gamification, can enhance user engagement with mobile technologies and support health behavior change. OBJECTIVE: This study sought to explore the needs and perspectives of YWD, parents, clinicians, and community organizations about how gamification can increase their engagement with a mobile app that targets health behavior changes. MATERIALS AND METHODS: = 21) with YWD, parents, clinicians, and community organization representatives. Interviews were recorded and transcribed verbatim. Deductive and inductive approaches alongside constant comparative analysis were used. RESULTS: Qualitative analysis revealed four interconnected gamification strategies: (1) supporting participation goals; (2) bringing fun; (3) connecting with others; and (4) consideration for different users' experiences. We learned that mobile apps may have increased success in facilitating health behavior changes if they are tailored to individual preferences and may benefit from including personalized goal setting, a feedback system, such as a progress tracker, fun-related elements (especially for YWD), social networking for peer support, tailored user experiences for different user types, and expanded safety features to ensure privacy. CONCLUSIONS: These findings inform the inclusive and participatory design of digital health tools like Jooay, highlighting their potential to support behavior change, and promote meaningful participation in leisure activities.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.033
Threshold uncertainty score0.710

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.002
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.012
GPT teacher head0.292
Teacher spread0.280 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2025
Admission routes3
Has abstractyes

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