The Use of Serious Games in Promoting Financial Literacy Among Adolescents
Alexander Ward 2025-02-03

The Use of Serious Games in Promoting Financial Literacy Among Adolescents

Thanks to Alexander Ward for contributing the article "The Use of Serious Games in Promoting Financial Literacy Among Adolescents".

The Use of Serious Games in Promoting Financial Literacy Among Adolescents

This systematic review examines existing literature on the effects of mobile gaming on mental health, identifying both beneficial and detrimental outcomes. It provides evidence-based recommendations for stakeholders in the gaming industry and healthcare sectors.

This research explores the intersection of mobile gaming and digital citizenship, with a focus on the ethical, social, and political implications of gaming in the digital age. Drawing on sociotechnical theory, the study examines how mobile games contribute to the development of civic behaviors, digital literacy, and ethical engagement in online communities. It also explores the role of mobile games in shaping identity, social responsibility, and participatory culture. The paper critically evaluates the positive and negative impacts of mobile games on digital citizenship, and offers policy recommendations for fostering ethical game design and responsible player behavior in the digital ecosystem.

This research examines how mobile gaming facilitates social interactions among players, focusing on community building, communication patterns, and the formation of virtual identities. It also considers the implications of mobile gaming on social behavior and relationships.

This study evaluates the efficacy of mobile games as gamified interventions for promoting physical and mental well-being. The research examines how health-related mobile games, such as fitness games, mindfulness apps, and therapeutic games, can improve players’ physical health, mental health, and overall quality of life. By drawing on health psychology and behavioral medicine, the paper investigates how mobile games use motivational mechanics, feedback systems, and social support to encourage healthy behaviors, such as exercise, stress reduction, and dietary changes. The study also reviews the effectiveness of gamified health interventions in clinical settings, offering a critical evaluation of their potential and limitations.

This study examines the ethical implications of loot boxes in mobile games, with a particular focus on their psychological impact and potential to foster gambling behavior. It provides a legal analysis of how various jurisdictions have approached the regulation of loot boxes and explores the implications of their inclusion in games targeted at minors. The paper discusses potential reforms and alternatives to loot boxes in the mobile gaming industry.

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